Check if the mesh is actually defective (vertices or faces overlapping or twisted) or, more likely, if you are seeing the results of smoothing groups. (Zbrush doesn't used those, I think). Remove the latter or apply automatic ones with a lower angle threshold. You could also try to apply area/face weighted vertex normals…
The front of each arch can be flat. Then rotate them slightly and interpenetrate the sides. Each arch can have one side column, which its neighbor arch will interpenetrate. That way you only need one vertical set, smaller archways for each higher tier. You can add variant arches for variety, but at the minimum you only…
Thanks for critique guys. Responding to Brian Panda Choi in-depth review, the design is done based on a design but have changed as per learning. The design itself is not realistIc and as you have mentioned, has some errors. Thanks for that, I shall make the changes mate. Regarding the way I model, would you guys suggest…
I suggest placing some vertical planes around the edges and removing the mesh renderer component for a quick fix, as far as boundaries go. I also suggest removing jumping completely, as it just looks choppy and overall may reflect badly. Other than that, it looks fantastic! The lighting looks spectacular, and the style is…
Haha I helped out some guys who thought it was safe to be on a roof on cherno. Dave I noticed one of you guys where fighting in 3rd person, dont do that since the vertical aim may be of by a lot of degrees. (Just test aiming in different stances in 3rd person and then go into 1st person and see where you are actually…
Bake your highpoly bricks to a tilable brickwall textureset. Then use some lowpoly bricks to break the silhouette. The middle part of your wall could easily be displayed with a tilable texture. The border areas can be done with additional lowpoly bricks. 500 vertices is pretty highres for just a box. A beveled cube with a…
Thanks guys, I really appreciate it. It has been a bumpy road but it’s slowly getting there. Thanks to all who helped with feedback here! @Cint 128 The first plan and the vista are one heightmap but the very far desert plain is just a decimated mesh of the same terrain mirrored and scaled down vertically. I’ve also rotated…
Looks really awesome so far! You may want to consider changing the position of the axe, put it in a more accessible area to show that he uses it for defense and utility frequently in his travels, doing so would also break up the verticality of the pack and make it more interesting to look at. Just a suggestion though.…
There are some Turbosmooth Artifacts on the stock and Specular seems too glossy but apart from those minor issues, it looks AMAZING overall especially the receiver! Keep it up BTW, mind posting some pics of the editable poly wireframe before connecting the vertices? I am having problems figuring out how to model the…
Hm, you just added it in? If it's a part of the skin (I'm assuming that's what it is, and not a shoulder pad :P), then you're gonna need to merge the vertices. Select the verts you want to merge, then Mesh>Merge. You might need to open the channel box and increase the Threshold (1 usually works) if you're merging lots at…