The only thing that pops in my eye is that the 'tentacles?' could use a couple of extra edges. I noticed it right away. Other then that i really love this thing :D
It's definitely looking good. I modelled an 1860 Colt Army a couple of years ago that was very similar. Here's my thoughts on the questions that you asked: 1. I agree, it is too low poly in places (handle/grip) and too high poly in other places, in my opinion (e.g the screws are far too high-poly for such a minor detail,…
Ok now I think I understand what you are talking about. First off let's be *very* precise. What you are specifically talking about is the look of the top and bottom edges of the embossed details. In other words, this whole thread is about this and only this (which if I am understanding you correctly comes from a 2D to…
First thing that comes to mind is that you have way too many loops in one direction and too few in other. Most obvious example is the horns. Yes, they are very rounded, but that doesn't show in the silhouette, and what does show is that they are very angular as they bend. Try to use your edges wisely, and only use a bit…
is it better than in 2023 version I am still too lazy to update? Mostly because I prefer Blender. When I tried last time it looked same as quad remesher in zbrush , Incapable to do proper topology on something like a sword catting edge and doing still sort of mid res topology on organic forms before getting too much off?
Don't do option 2. EQ already covered that one. Would splitting the UVs among the hard edges add significantly more verts than the extra control loops you've added? This part of the wiki might be relevant. Also, is your normal map inverted in those pics? The edges seem... extra edgy.
I had two element's in this object, one is hidden. The one that is hidden I had booleaned before. the element shown below was not touched by the boolean. yet when i apply turbosmooth it seems to think that there are open edges or something somewhere. I have selected all the faces on the object and edges ect and moved them…
Here are a few things I made about a week ago for the same project. Still way too much geometry in places. The pole is 8-sided, but it's probably unnecessary for the globe of the light to be 16-sided, even for UT3. Also, the UVs for this one were maximally unfolded using Maya's smooth UV tool, which results in more…
I would suggest NOT using an alpha blended surface for these. The texture is going to be filtered with distance, and the lower MIPS will be very blurry. It's generally better to just use pure opaque geometry. Include enough cross-sections to reduce long thin triangles, which can cause performance issues with some GPUs.…