Create, create, and then create some more. Which sadly, I should do more myself... and damn NDAs. I want to show stuff, but some of you understand the fun part of "working under wraps."
Something that stuck out to me in your 'SCP Office Prop Breakdown' is how dense a lot of the props are. How are you creating those props? Are you baking down from a high poly mesh? It looks like you might be creating those props using face weighted normals with no bake (no curvature, normal bake)? I'm a little confused.
create a flat polygon in that angle like bridge 2 edges to create it create a box with auto align align your symmetry modfier to that box ideally you work flat and instance into place. or if you created it, rotate in place and use symmetry while keeping the transformation, reset xform will obviously kill your rotation
I've decided to participate in Nodevember this year so I'll be posting the materials that I create daily here. Day 1: Bridge For this material I decided to create a stylized wood material that could be used to create a bridge rather than trying to directly create a bridge in Designer. Day 2: Space For this material I…
Current progress I figured out that the best way I knew to create the mouth was to model the lines in high poly then create the actual mouth when creating the low poly, then i will go back into high poly and create the inside part of then mouth for normal's. This is the current high poly, I haven't added much detail…
I was wondering if there was any downside to having intersecting geometry or whether it's best to have only floating when creating high poly models for normal mapping.
That works! I had no idea you had to reset xform after creating a primitive, I just assumed they would not cause any issues since I would not change scale or rotation outside of editable poly. I had a feeling I must have been making a basic error... Thank you so much for your help.