Looking good. The material on the grips came out really well. Only crit is that the edge wear could use some refinement. I can see some edges that are not very exposed that are actually highly damaged and some edges that are very exposed that have comparatively little damage. Its also looking a bit too uniform on the heat…
Yes try that, One wise @perna once said "dude use the meshes natural edges as support". What he meant was, make sure to create a cylinder that when you cut into it, it's original segments can act as supporting edges. So no need to add one or two edges that deform the curve. i hope you know what i mean. If not, look at…
Looks pretty sweet. Love Battlechasers. Only comment I have is you might want to consider keeping the edge loops of your gem/ spherical areas parallel with the edge loops of your main gauntlet shape. If you were considering rigging this, you might run into a bit of heartache having such a difference in edge flow. Just my…
"aaah! this link is like pron, thank you" Of course, I revisited that thread and noticed it has a lot of good info after you said that, so thank you! I have one more question. Sometimes a polygon will not slice from edge to edge. I sometimes get it to work if I enable the Split Polygons option in edge slice mode but Im not…
Your high poly looks nice but the low poly has waay too many edge loops/triangles. When you bake normals from a high poly model the job of the lowpoly is just to be a silhouette that can hold the normals from the high poly model. Right now you have a lot of repeated edge loops and internal edges that do little to nothing…
would it be possible to round off the edges of the boxes that arent touching edges of another box, so you get a chamfered soft edge look on the boxes, just swapping them in and out based on the logical rules of what its connected to. could make things look a lot more neater and interesting, like soft corners on stone…
Finally some eye candy!! :) Looking great man! The buckle feels soft and wobbly. Especially the front buckle. Was this intentional i.e. like this on your high res? I just checked your high res but dont know for sure. Anyhoo, if it wasnt unintentional you should split your uvs along that edge so you get a nice hard edges…
You have the basic concept down. I personally prefer to add supporting edge loops to keep hard edges, instead of chamfering. Like you said, chamfering loops can sometimes create bad topology in areas, so I only use it in certain instances. With the new Swift Loop feature, you can create support edges very easily. I have it…
This is looking really nice, the only thing standing out for me at the moment is a few curved areas that could do with a few more edges to improve the silhouette and there's quite a few edges that look really sharp in comparison to other edges near them that are getting complimented by the normal map. examples of this are…
Well something you can do and its usually in UE3 and many other engines is using as few smoothing groups as possible creating a softer edge by using normal maps and the same smoothing group along edges and letting the normal control the edge sharpness. While we can use more polys these days and more things are restricted…