I'm curious how would you guys pull off modeling a cartoony character that looks like this? I've done some more realistic character modeling in the past but nothing heavily stylized like this. Capturing the expressions of the mouth and eyes is honestly stumping me. This is what I've done so far: I've been having a lot of…
Well if you go from a 6-8 sided cylinder to a smooth cylinder on a surface that isn't flat there is always gonna be a tiny bit of weirdness afaik, look at a sort of equivalent real life example: http://www.portlandbolt.com/image/products/full/hex_bolt1.jpg The only problem left in the version respawnrt posted is that he…
@Povilas You're on the right track. If the mesh needs to be watertight then matching the segment counts is a good starting point. It looks like the plastic has a grainy texture so this could help hide any minor smoothing errors. Sometimes close enough is good enough. Instead of trying to match every support loop to a…
You need a break/seam in the UV islands each time you create a hard edge with the smoothing groups. If you do not want to do this, like in your example, then make sure the whole cube is in one smoothing group. It will look ridiculous, but the Normal map will correct it. However, this isn't the best practice in my opinion.…
Hi there hoping I can get a solid answer or a good push int he right direction of how to solve this. Basically i'm struggling to figure out the best way of tackling how to Model and texture type of curly/afro type Hairstyle to current Gen standards. Preferably something with a workable within UE4 and it's material editor…
@Przerywnik apologies if that was the impression given, so to be clear your query was totally legit by the way. Additionally these types of objects are typically cast (via mold) due too engineered CNC specific tasks they're designed too perforn under load in certain environments hence the additional 'gusset' for extra…
yeah i would use separate meshes, really, no need to keep a continuous mesh, esp when what you're trying to model is built up from separate different pieces. A quick way to go about this, would probably be to model out the rough shapes of all of your panels as planes basically, using your base shape as the constraint, and…
Hi @KungFuCactus The easiest way to get those Grid details on your Geometry would be just using Normal / Height Details in your texturing program. If for some reason this isn't sufficient enough I'd create a plane with the general outline of the diamond details and project / wrap this plane on top of your existing geometry…
Oo oo, i know this one @Dklang, first one definitely make a tileable texture. 2nd, quite possibly one of the most aggravating things ever. Off the top of my head I have 3 solutions; 1)go in and work the the topology itself, get the loop to travel back around the top of the surface rather than ever touching its side, or…
Thanks for the response perna, For the sake of time I ended up keeping the body and spikes as separate geo. I've got a deadline and other projects also need my attention, so I decided to save time. But I'm aware my re-topo skills still need improvement, so I'd love to discuss it a bit. Ideally I wanted to keep them all as…