I will be keeping the legs. The topology I have now is from a low poly box/edge model, and then adding a meshsmooth to it. I turn the smoothness down to 0.5. Even at 1 the body is still less than 3K tris. However, I think I just need to spend more time in there; adding to it. Adjusting the tris myself. Instead of looking…
Well, if you really want to avoid having too mady UV islands because of hard edges you can bevel your edges, thus add to the poly count and it does a similar job, but then you can unwrap it as one piece instead of splitting uv island because of a hard edge.
Ah. The vertex normals are twisting to such an extreme that you've entered a black hole! You need to split the vertex normals along the edges of the blade, by adding hard edges there. Also called smoothing groups. You're making me hard. Making sense of hard edges, uvs, normal maps and vertex counts
Might be personal taste, but the edge quality is a bit too tight. Id loosen those edges a bit, so the normal map and spec maps have an area to dance around on. Other wise its just going to be razor sharp edges. I got nothing else besides that. Textures will sell this.
Each update I waste some time to see if Substance Sampler AI does anything useful finally and always just shrug and go away. Image to material usually does something just marginally better than old crazy bump . Ads halos around height details and looks same awful at sharp light angles. Surprisingly it sometimes works…
This looks like a fun project and the progress so far is promising. Very nitpicky, so feel free to ignore: I think some of the cracks on the face are a bit random. They go in all directions rather than following some internal structure or weak points, and some of the widest, most open parts are in flat or depressed areas…
@Brian "Panda" Choi Exactly! This is worn down but not very dirty, meaning someone has been taking care of it. It's also a small prop, something that will be seen from closer distance than bigger arms like tanks, thus a prop that demands a little extra attention to detail. The idea is to make a map that fits your…
I have limited knowledge of animation and rigging so I would recommend dropping by the animation section of Polycount as well (https://polycount.com/categories/animation-showcase-critiques) Or show your model to your animator and ask what they want changed. But, I think I see a couple of things that could help. Take my…
Well I think for one thing your portfolio doesn´t show what you wanna do, you got props, characters, environments and materials. it´s generally not a great idea to spread yourself thin by doing a bit of everything. I assume that´s because your school assigned you all kinds of stuff to do but now that you´re not in school…
Thanks @capone! Its actually not so tricky. I just mask off more and more dense cell nodes via the inverse values of the prior cell noise. I'll edit this post tomorrow with a lil guide. Super simple technique! :smiley: Update: Edit: Here's how I restrict smaller cracks to places where larger cracks join. Its just a mask…