Good to know Yeah I haven't updated my progress for awhile yet regarding my character. It's been noted, and I posted pictures on the original topic. Still need to add more details, and shape it out more. I do believe the looping is fairly accurate to other references I looked at.
Thanks Obscura Definitely something wrong and I think it's coming from modo. I am just using the thicken tool to get the UCX mesh and removing loops but I cannot select the new polys created by the thicken tool in modo which is odd behaviour. I think this is messing up the mesh.
I think he means remove the loop you have on the bits where the chain attaches to. It doesn't really add a lot of shape. The bigger case I think means bigger cage, as in projection cage - there's some rays that missed at places during baking. More padding... I have no idea :P
Looking at this makes me realise I really need to sit down and build some one off props, I never do that. Model looks good to me, always fun trying to find a good place to kill edge loops from cylindrical sections. Looking forward to seeing a texture pass.
Haha Thanks! But yeah I have decided to stick to a 100k Tri limit, I've reduced the head down to 6k tris atm its all at 17k tris so have 83k tris to play with if worst comes to worse at the end i can remove some loops/ polys/ tris etc
The enlarger had 1807 Tris when I made the first post, but I added a few support loops since then to get a better normal map. Now it has 3704 Tris. I think I could have solved this otherwise, but this was the faster way. Any particular other asset that you are interested in?
@kanga - what do you mean by "box modeling"? I'm learning what I think is termed "subdivision modeling" right now (with control loops and turbosmooth, and also smoothing groups). I haven't been able to find anything about why we would use this method, and what the alternative methods are.
Lovely materials, nice model :)! Good work! As far as I know, most Star Citizen Starships use chamfers and edge loops to get nice edges. Then a multi material with various tiling textures to achieve high texel density. Each of the "material spheres" above probably represents one sub material.
Texturing looks solid! Critique wise, I wish you provided more specific topology for the limb joints. Right now they seem to just be wide-set apart loops instead of something that can be collapsable. What I thought was leather in the concept is showing off metal-levels of specularity (the brown straps).
the topology on your head looks a little wrong as far as edge flow around the jaw, and I think if you have a few too many loops around the eyes and lips, but not enough geometry on the tip of your nose (the silhouette of the nose is going to be very blocky). what is your goal as far as polygon count?