Well even that model isn't all straight edges. She's still got distinct musculature on her arms and legs and that's even more noticable on the first image you posted. Regardless, the face still needs some development to get close the the necessary shape. She's got quite a distinct profile.
That is a "pole" (you have more than four edges meeting at a point). You could connect the vertical edge loops (run parallel to the center line) and end up with some tris (you will never get away from having a few tris). You could then delete particular edges between the newly connected edges and the center line (or…
Not sure what you mean about insert edge loop tool not making straight lines, can you post a screenshot? Have you tried deleting the history on your model before you use the edge loop split? There are 3 ways to split edges on a 90" angle besides the edge loop tool. 1. Use the split polygon tool and turn on the snapping in…
Your texture has definitely improved from the first version. Details in the textures are important, but so are where you place those details. Right, it looks like the metal paint has worn off on his upper thigh. Objects usually wear off at their edges - ie: pant cuffs, cup lips. How often does a saucer get chipped in the…
you've got too many straight 90° angles and too sharp edges overall. on Overwatchj everything is nicely angled, or beveled to chunky 45° with soft edges to catch highlights nicely. Check out the overwatch high poly renders on artstation.
Well, I had not too exhaustive reference. Nonetheless I tried to follow a logic in placing the different textures. I tried to arrange the wear in a way that would logically follow the water flow, with a usual weather direction from south east (relative to the window). The water runs down the vertical bar of the outer…
here is my take on your texture. every artist will have a bit a flare based on their observation, cant teach you to paint, but i can try to show you what you are missing and need to see harder here are some principals you can look at, you may or may not know them, (im writing this in your thread but anyone here can read)…
Yeah, I understand that there are other ways to get this done and this does look like a waste of time and effort without context. What's spurred me into making this is the discrepancy in scale with the different methods. The environment I'm making for a game will end up with a large amount of brick and stone textures on…
Hi! Hard edges, soft edges? Best read up here: Making sense of hard edges, uvs, normal maps and vertex counts Wiki contains more info generally. Smooth shading works as well, but because of the gradients in shading the normal map has to compensate more (gradients in the normal map). If the lowpoly is smooth shaded and is…
Hey guys, As someone who has transitioned into using Blender full time both professionally and for personal work. I have a few nit-picks that I'd like to share and see if anyone can offer some insight as to how to approach them effectively. When switching between selections (Vertex, edge, polygon), they aren't remembered…