You misunderstand me. I never said anything about smoothing by UV seams for lowpoly/baking. I said the concept of assigning hard/soft edges by a polygonal selection is dumb. Example: Cylinders where one of the side edges must be hard. Simple with edge selection; not so much with polygonal selection. Of course there's not…
Just a little note here on why i think the mx518 is best, it comes down to comfort, and with this MX revolution thing there is a nasty hard edge here where i want to rest my finger. I'm not one of these tards that keep 3 fingers on top of the mouse at once, which it seems all newer mice are desinged for. My ring finger…
These are both great looking stylistically, but you have some inefficiencies such as too many edge loops and the second character has 1 too much texture sheet. Only model out and keep edge loops that benefit and define the silhouette. Try removing some edge loops and if they do not affect the overall silhouette of it, then…
Concept art looks great, but I think there's a few things I think you need to work out with your mesh. His legs (Mostly the thighs) look too thin and the upper thighs seem to end too early. If you look at your reference it seems like your model's thighs end way too far below the crotch - which makes his stomach look…
Aye, use what you need where you need it. It all gets broken down into triangles in the end. Don't be dogmatic about following rules, learn why so you can properly apply them... and... break them. Experiment. It really depends on what you're making and where it is going. Be mindful of how the triangulation flows and how it…
Yeah yeah it can change the lenght and some vertex could be listed 2 times. (green zone) But look, with Quad method vertex list is the same. Maybe the orientation of the edge in the blue zone will be not same at the end, but... No seriously to triangulate your model and then to create good orientation of your edge to help…
I really don't think you need any help I'm loving the geo shaping of the head. A few MINOR crits - the armpit seems very wide. I'd djust the chest, and just pull it out slightly to make him a little more broad. - where the chest meets the abdomen, you'd collapsed from a quad ring down to a triangle. I'd image thst there…
Most of those details you mention I would do in Painter. They're high-frequency, typically quite shallow in terms of height detail and also easily tileable, making them suited for texturing as opposed to modelling. Generally if any details don't fit those criteria I tend to put them in geometry (e.g. bolts, large dents,…
My question is very confusing, so I will do my best to word it. This is the Spider-Man model from Insomniac Games Marvel Spider-Man 2. The only model that is from Spider-Man 1 is the photo taken in Maya (blue wireframe). During the 2018 ZBrush Summit, the modeler for Spider-Man at the time (Leroy Chen) said that he cut the…
looks to me like a soft woodgrain texture that's been projected in Painter (or w/e) to wrap around the edges. Its very low opacity, and there's a subtle curvature highlight and AO shadow.