The "plane method" could be referring to edge extrusion from a single place as r_fletch_r described, or it could also be the method where you create the face in the front view and then proceed to pull things back in the side view to give it depth. Both involve planes. That's why we don't know which method you mean. Here…
There are a couple practical reasons for the uv layout. 1. Hard edges. Pretty much anywhere I had to put a hard edge to fix shading issues, I had to split the uv shells. It was a balancing act deciding where I wanted to split the shells and where I wanted to keep the seam for texturing. As you know, if you have a softened…
I'm at a loss as to what the plugin is called. I'm pretty sure it was for Maya. Basically you could plugin a regular normal map and an object space normal map and then the plugin would fake chamfered edges for you. Would it be possible for Substance Designer to do something similar? Just find the edges and fake a chamfered…
Also just to add on what has been said, the paint around the bolts seem pretty worn away at the edges but the rest of the edges seem untouched. There would be a lot more chipped off paint on other edges. And yeah it looks very similar to Racers tut!
This looks excellent. If I may ask, how do you get such crisp edges when sculpting hard surface stuff? I find that I always end up with puckered edges that feel a little wavy. Yours has amazing tight straight edges.
You guys should check out the updated Frame Mesh feature too. It will draw curves on the geometry edges, polygroup edges, and creased edges. It adds some much needed precision for the curves brushes, and it's good for funky scifi kitbashing or Giger inspired greeble. :p
Well to be clear, "usually" is ok for making hard edges... that's optional. But you should always split UVs where you have hard edges. This is necessary to avoid shading errors, because a contiguous uv can't represent the sudden shading change from a hard edge.
They mean that the edge (control) loops around a given angle are too close together, which will result in a post-bake edge that doesn't hold up far enough away. In other words, edges that don't look like they were derived from a high poly source.
Oh, that just uses two-tone shading instead of the normal lighting. It doesn't add any outlines. I think a good way to do outlines would be simply to draw black lines on the edges of the texture and have those edges match the edges of your box.
the chimney looks like its made of a noise modifier without a clear shape. and the edge of the right picture could use some chamfering. the edge looks to clear at the moment. the broken plaster from the brick ends there suddenly at this edge. but the rest of the stuff looks very nice. :)