I don't think that will help. You could give some curvature to the roof, extrude geometry to represent protruding tiles or stones in the wall, etc. On the second image in that link there is some info on this! As for optimisation - if an edge doesn't contribute towards silhouette, remove it. Think about how you can…
A quick and dirty way to pull those shells away from the body and quickly sculpt them as different subtools is Mask the areas you want to be made into a new subtool. Tool>SubTool>Extract. Every time you click extract it will extrude a new subtool from the area you have masked. Then you could quickly Dyna mesh the heck out…
@apollo580 When you say trim, do you mean like the hard-edge extruded border around plates and stuff? In the past I always used extract, but recently I've been experimenting with (masking --> edgeloop (shift+ctrl+e) --> panel loops) Sometimes that gets cleaner results for me, especially when I have polish all the way to…
ise some retopo tools, i guess nex can paint strips on existing surfaces? if so: it works with longer hair as well and is to me way easier than just extruding edges all the time without knowing how the final volume will look like as for the uvs of your nurbs, isn't there any setting for worldspace scale? even max has that…
might be worth it to make splines representing the curves and aligning the curve points to it. another way would be to build a "cross section" of the ceiling between two pillars as its basicly a simple arch, extrude it to the next pillar, rotate a copy by 90° around the center of the archway and then cut or boolean them at…
Well the last mesh tweaks are done. 1850 polys' 3560 tris' 1882 verts' The hair is a mix between plane extrudes and solid 4 tri spikes. It came out surprisingly well, so im happy. I also deleted the hidden faces below the hair as i kept a solid plane base so it covers it ;) Anybody got any crit's before i move onto…
I've created a Benelli shotgun and on the top it has these extrusions that come out down the sights. I'm a little confused if I should leave each of these extrusions out for the low poly or create a flat plane to go across it and let the normal and AO map do the work of it. This would be for a first person shooter. Thanks…
All I'm gonna say at this point is your basic form and silhouette comes down to an extruded cube, not exactly a very interesting shape. You could add all the small details you want to this and its still going to look boring. Think larger and throw around some more interesting shapes before you think about detailing/ high…
I've used bevel and emboss on occasion and also outer/inner glows layer styles set to multiply for inset/extruded details but it's best to avoid them when you're starting out because the trick to using them is to make it not look like a filter was used. all this information is moot though, everyone knows girls are…
Editable Poly doesn't support certain topologies. For example a fin extruded from an edge in the middle of a surface. That fin can't be welded to the surface, the vertices have to be detached. Editable mesh however does support that. Trouble is, Editable Mesh allows you to really fuck up your model if you're not careful.…