the sword on the right side is pimp as hell man, id change the proportions a bit to make it look more like a 2 hander but its a really cool concept, same for the floaters in the center blade, would be neat to have a bit more of that going through the design tho.
Lots of issues with edge flow, you have some hard creased areas in place you want smooth. I suggest using the divet under the door handle as a floater. Same with other details, that way your actual door can maintain a smooth meshflow.
Hey dude, really nice clean, accurate stuff dude, i like how you handled the small screw holes with the detail on the insides there, i went the easy route and used floaters just so i wouldn't have to deal with that. Post some updates!
im not a big fan of the design but the modeling looks pretty solid. only part bugging me is the butt of the gun. looks like that entire piece should be uniform with the top where the rails are. some of the holes youve got in the grip you may want to do as floaters.
It is quite brilliant. I thought I was in some sort of wonderful Zdream when I first saw it. It runs as a floater 'kind of' within ZB. Still in beta, but some great features and a bright future/fast update dev process. Free to try with a few limitations.
Hello I am creating a modular building. I have 6 weeks and this is the 4th week. I currently have it in UE4. I have a question with how I should go about the silhouette for the main building pieces. I used floaters but it created poor shadows. Any suggestions? Thanks! Progress so far
You can do this of course with photoshop and a normalmap Plugin. So you dont need any highpoly for those holes. But i would prefer the highpoly way. So you just need some more supporting edge loops to create this geometry. If you want to use floating geometry onto a curved surface you need curved floating geometry too. For…
this one looks cool so far. I think it'll probably be hard to disguise that floater, unless you do a thick 'sphere' of solid leaves to have it stick out of. It's a good technique to use too, Valve does it with the hedges in L4D2 Parish map. You have to crawl inside the floating leaves to see that it's a solid mesh inside,…
This is my first exposure to Decal Machine. I think I saw a cool video about it once before but had forgotten what this was. This is...interesting. Coming from a max/maya hard surface modeler, this blender+DMplugin combo looks fascinating and terrifyingly deep honestly. So, the basic idea behind this would be to model out…
You could also : > Build the panel lines as floaters over the surface of your highpoly (no need for a detailed profile, simple strips of polygons would do), > Assign a material or object ID to these floating strips so that your baking app can detect them, > Once baked down to your low you can then convert these baked lines…