Concave floaters have the tendency to exacerbate problems with projections for your normals bake and the AO can show up incorrect as well. The way I get around it is to model my shapes first, use the knife tool, and cut a hole, align the item with its new concave section, select both the border edges and use the bridge…
I am watching you guys ;) I like the idea, guess similar to spline > extrude or inset in editPoly/faces. except it works on edges like shift + edges selection drag.
Yes, what they said. Treat those insets and all borders/edges as a trim with some sort od cleanly stacked brick. Toss some color on this and apply to mythic... right NOW!
I just used this technique, baked it out, then painted over inset areas that wouldn't get chips. Maybe a variant on the Pits and Peaks script would work for finding the edges better?
Latest WIP of this texture. Would like to do something color or material wise with some pipes, maybe add some small emissive pink lights, and detail up the large inset
It doesn't ""delete" them, it snaps them to the closest point of the kitbash asset. In your case you'd probably do a quick inset and it'll snap those vertices instead of your loop.
I've only ever used A and C, but mostly A. There's another one too that is basically the top inset inwardly, but it all depends on what works. If it shows off your model correctly, it's right.
New update, redid my proportions to match the concept, adjusted head, moved eyes closer and made them more deeper inset. Will rework body tomorrow; Crits always appreciated.
Tile the base material using a 512 or 1k, then layer the panel gaps, borders, inset hole punched panels, and the little circle details with decals from a 512 or 1k trim sheet.
Noticed something weird with the cage in Max (or maybe its a feature?). I had made an inset in the faces in the model in the image i posted two posts before this one to capture all the floating geo you see. It worked great the first time i tried to render and i thought i'd never have to revisit that situation again however…