Agreed, you are basically inviting scrutiny in a very obvious way. The focal length might be something that plays a role subconsciously (although I don't think it's very unusual) but the low angle and strange placement with one corner over the edge looks out of the ordinary immediately. Some of this could be used…
I had a sudden thought this weekend and solved three unrelated workflow annoyances. 😄 First one: Sometimes I sink edge loops of clothing to create the appearance of invisible seams. My usual approach involved manually prepping the mesh in Marvelous Designer with extra edge loops, exporting an unwelded mesh and manually…
I'm currently working on a car model and am at the stages of baking and doing the materials. However, I've run into an issue when baking the low and high poly models. The material is a bit distorted and there are some black speckles around sharp angled edges. With that in mind, I figured it was something to do with the…
apologies for the delay, with 'dominant edges' I meant edges like these They are often sharp edges and hidden from the main views (e.g. inside, underneath,...). It's very quick to quickly mark edges like that and then already have a decent state to start from.
spend more time establishing primary forms. The proportions seem to be off; try making the head smaller and the shoulders broader. Don't render the face, the darkness inside the visor of the concept is intentional. Not all edges are rolled; you can remove the rolled edges in the breathing holes and the edges of the cheek…
Thanks. The comment on my characters. What is lacking about them? For game ready wireframes is it the polycount, edge flow, just asking for what I need to do to improve.
@SORENU Here's my trimsheet, but it's not yet finished. @squarebender I would say that the blockout is top notch, try going for with the chest or the statues. About the sharp thingies, I guess I'll have to smooth the edges a bit more and add a bit more supporting edge loops. I'll be going for the more generic "substance…
Any UV island you don't want to bake you can temporally move to a different UV tile (usually to the right, perhaps down or to the left if you're using UDIMs). You could do it permanently as well, but it might be slightly less efficient:…
looks promising, it might be cool to have such edge damage on the edges of screws' drive recesses as well - where it could be damaged by screwdriver In general if object is not supposed to look heavily worn I'd try to keep edgwear rather subtle and non-uniform - just accents here and there rather than along whole edges,…
The artist will create only one section of the helmet. Then make UVs for it. Then duplicate those UV'd triangles to make the whole helmet. The duplicated sections of the helmet all use the same initial UV space. So then when you paint the single helmet-section of texture, it shows across the whole helmet. You can try this…