1) If you have an edge selected you can also ctrl + right click > edge loop utilities > to edge loop, there's a few other options there too. If you have one edge selected you can press left or right arrow to select the loop, keep pressing left or right to select adjacent loops. Up and down arrows will select edge rings. 2)…
Not bad, the wires are fairly clean. One thing I forgot to mention is to try to get your polys fairly square with edge loops fairly evened out. They don't have to be squares, but keeping the edge loops as evenly spaced as possible prevents uneven vert tension when you smooth(this could effect reflections and make subtle…
Update and a question. I've been building my game model and smoothing out some of my edges on my high poly model. After running a few test transfers I've got some less-than desired results. The edges look great from the Maya map transfer but everything else doesn't seem to take as well. In xNormal the edge have seams, but…
Yeah the idea is that good edge flow has mostly all four-sided polygons (minimal tris) and very little "stars" - or places where 5 edges connect at a vertex. Here is what I mean: Try to keep all of your edge flows clean like in the first image rather than in the second image: The idea is that when you bring these assets…
Not really correct, smoothing groups will only increase your vertex count if they are not along uv seams, vertexes are doubled along uv seams and using a hard edge there will not increase them. Also; 1. You should only ever use hard edges along your uv seams, otherwise you will get errors and artifacts 2. The uv borders…
yea don't forget about auto retopo tools that are out there, especially for less edge/silhouette critical pieces. I forget these exist sometimes as well, they can be a good starting point to fine tune
Quite a few closeups of the final mesh on my Owlbot. I love the way the eyes came out and am looking forward to seeing how they animate and express themselves. My instructor pointed out that the edges in the back of the skull, where the 'brain' connects to the skull, suggested I move the vertices out away from the corners…
@teodar23 It's indeed a nightmare to use at first but it's an awesome program if you can learn it :D I've heard about floating geometry but haven't tried to use them yet. I think I'll just make the holes on the main body without connecting it to the barrel. I think it would need a lot of polygons for the vents to match the…
The only thing I would correct you on is the optimizing part. It's not about cutting counts as low as absolutely possible. Optimizing is all about removing any geometry that isn't necessary to achieve the look you want at the screen resolution you intend it to be viewed at. Sometimes you'll run into a situation where you…
To be honest, my first impression is rather negative and leaves me slightly suspicious. As inevitable some of this might seem and while it might come from a good place, this kind of feels like an attempt to normalize AI for artists who might fully reject or boycott it otherwise (whether that's sustainable is a different…