Thank you Eric! That is genuinely so kind of you to take time out of your day to help improve a random stranger's work. Did you mean add edge loops to the scroll length-wise or rather ones to the spiral of the scroll so it doesn't have as many sharp edges? I hear you about the bricks and kind of agree, just needed to hear…
Here's an update: Been moving a little slow on this so far and there has been a slight change to my original idea. Instead of an old fashion pinup girl, I will be doing a more modern, edgy pinupy girl, kind of like this:
No, Insert Edge Loop is a dynamic insert, you can click and drag on any edge to slice a new loop through the related edge ring (if any). Clicking and dragging slides along the edge (in the same way the Split Polygon tool does), using the snaps you've got set in your preferences (default is a 50% snap, but you can set…
Decided to go and make this little tiny, weensy little camera. Its a beast of a product with some nice design methodology, combining hard industrial design with a softer consumer focused edginess. I will be combining the designs of multiple different generations of RED cameras but the overall shape will not change much.…
Each update I waste some time to see if Substance Sampler AI does anything useful finally and always just shrug and go away. Image to material usually does something just marginally better than old crazy bump . Ads halos around height details and looks same awful at sharp light angles. Surprisingly it sometimes works…
awesoem, its looking nice. So regarding the HP edges, i think u can reduce the crease value a little, to make the edges just a little bit softer. not too much tho. Texture wise the gradients and the edge wear is looking great. I would go and add gradients to the shells too, front to back. Here are some oportunities to get…
is this udk? some of the renders are really edgy, u may to avoid that, the textures are a bit too flat u need some variation, the design works well, expect the tail inside skin, i guess mermaids dont suppose to have skin there
thanks for the advice, yeah i tried to make stuff as edgy as possible for now since some is not really more than laid out...i have no clue what it is, part of an industrial scene im making...looks functioning and logic..whatever it is :)
the big tube things could could use more polygons in comparison with the rest - they look to edgy. looks very promising from the visual style, I like it it has the touch of 70's/80's clean scifi (with white and brown)
Look into edge decals and distance field material blending. Right now the meshes have pretty sharp edges and sharp (i.e. no) blending between adjacent surfaces. Maybe look into edge damage or at least chamfer some edges here and there. Also, even though poly counts (!) are not an issue anymore its still a good practice to…