Looks like you nailed all of the major components of the lower leg so far, and the silhouette reads well. The one thing that I notice is off though is the way you modeled the ends of the talons / claws. You have them start to taper off on the top edge as they approach the tip, whereas on the model they pretty much maintain…
It looks to me that you've just made the edges too sharp on the high poly for the detail to feasibly transfer in the bakes. Typically you'll want to make your high poly models a bit softer than what you'd expect from reality, because the harder the edge the less pixels will be there in the normal map to represent that…
From what I can see, the side of the leg and knee area are very messy and have some edges that don't contribute neither to deformation nor silhouette. To imrpove your edge loops, you should study human form and notice the way muscles flow on it, and use the edges to emphasize that flow. Maybe this page might help you with…
Not too bad at all, geometry looks pretty clean but your getting that soft messy look when you subdivide due to the lack of control edges. For instance say you create an extrusion on a surface - that extrusion has to be held up by edges at all sides, the distance of these edges will determine what softness you are aiming…
Edge-weighting in Max is not great. Two built-in routes: 1. Use "Smoothing Groups," but you only get hard edges. 2. Use MeshSmooth's "Crease" tool, but this isn't editable if you collapse the stack. Best way is to chamfer the edge you want to be a crease, directly on the subdivision cage (the lower-res mesh), and let the…
Ok I'm back to hp ;] Trying to make it more interesting. ajr2764 - I putted bevels so the edges looked better...I don't like those hard edges pretending to be smooth only with normal map;p Is it too much for UDK ? I know that tri count matters at the end but should I really stick with hard edges and normal ? Some people…
I like this character, but to me it seems he is wearing lots of soft flowing and folded cloth, maybe silk or somthing. I don't get armor from it at all. Could use a lot less wrinkles and more hard edges. If its plate armor with leather, the plate should be smooth and have hard edges while the leather would have medium soft…
The last bark sculpt is done! For this last sculpt I’m using it as kind of a kit-bash texture where I can use the vertex groups and an image mask to add or take away those black areas that the aspen bark has. It’s funny after doing this one to look back on that first sculpt I did and to see how undetailed it was, when at…
hello to all of you. Some of the architectural models that I came across on Turbosquid did not use bevels, I was wondering while I was researching, I came across this article on turbosquid Holding/Support Edges Holding/support edges present to retain shape after subdivision. This also applies to 3D text. NOTE: For…
Hello, I've finished a couple projects with good results, but I see people mention sometimes to maintain good edge flow on low-poly models. Does edge flow matter if the model is not being subdivided? I haven't had any problems yet with what I've been doing. Are there any general tips to keep in mind when create low-poly…