Did a quick paint over (still not perfect of course): But I hope it makes it mor clear. Always try to remove vertex where they do nothing for the shape of the object (e.g. on a flat surface). I would also increase the sides of the middle cylinder of the batarang (~16) so you don't see edges if you want a close up view of…
I baked from High to Low in substance, not sure what you umean by UV breaks on the low wherever there are hard edges? If you mean splitting the UV's on the model example above into 3 seperate UV islands then yes I did that :) This is from Sunset Overdrive, the PDF and Video Talk explains that they are just using the…
Hi! Maybe looking at the wiki-entry you get an idea what optimized UVs can look like. Aside from a maximizing the space, some other aspects I would aim for: - seams along edges where it makes sense, certainly at hard edges (if used to control the lowpolys shading) - UVs straightened and aligned with pixel grid UVs where it…
So I'm still a newbie around here, but I've been blown away by the quality of work that passes through these boards. I'm learning tons by just lurking, but lurking isn't enough! Here's a project I started today. The concept is an incubator for dinosaur eggs. A quick sketch of the idea: Uploaded with ImageShack.us And…
Is it really? You can do that same trick and keep it all quads (see C2 & D2), by removing every other edge from your 40 tri cylinder and rotating the top ring of edges 20 degrees then flipping the hidden edges (if you're in Maya you're forced to triangulate it). OR Take the top ring of edges in your triangulated example…
I think this looks really good! One thing that stands out to me (I think it is most noticeable in this image) is that your edge wear seems uniformly applied to almost every little edge on the gun, including in some corners and crevices where it seems pretty unnatural. I would tone down the scratches and wear on any edges…
I think the way Maya handles normals/hard edges and soft edges, is so much easier then Max way. In the end, it's the exact same info on the geometry. As for 90 degrees angles being baked it wouldn't be a problem. As long as you HP have nice round edges so that at least a few pixels can be baked to the texture. When it…
2 things that could help: 1) Turn off "SMT" beside the Divide button. That will make it so there is no smoothing applied when zbrush divides your mesh. So you can leave it off for a few divides, then turn it back on for your final ones and it will mostly keep the shape with just a little rounding of the edges. 2) If you…
Sounds like a good plan :) keep them coming! i see a few smoothing issues here and there and the curbs could do without the extra edge in the middle of the cusp. perhaps that edge you should add towards the end to make them feel more natural. i don't think the slope starts from the very edge of the pavement does it? and…
You wouldn't need to change geo really appart from the edge adding another chamfer to support a little thickness. If you're pushed for time dw about it just remember for next character, or as a quick fix just extend another edge loop by the thickness of the fabric. All fabric has thickness and usually ends in some hem/seam…