Wires don't really matter when you get into sculpting, only if you have issues with pinching.. All proportions can be adjusted at your leisure with ease. It's also difficult to get a feeling of the proportions because it was just thrown into ZBrush and everything's been smoothed and sucked in a bit. Usually when working…
Well, the bending and using and FFD to nudge things into place went rather well, the last (and latest question) is about normals. You can see how there is a seam in the bend at the top (in my latest image above). This is from the bend normals being smoothed by a smoothing group. I am not sure how to take the end verticies…
Not a bad start. My best advice is to ALWAYS start as low poly as you possibly can. From there, slowly divide up as you need more detail. Do not move onto another subdivision level until you've defined everything you possibly can in the current sub d level. You've achieved an okay result on the face, but I can tell you…
@EarthQuake Thank you its getting clear more to me, though if its 0=nothing no metal then why is it I am seeing people using black texture in Unity in metalness slot. My guess is that if you want 0 value in metalness the default standard shader gives slider for smoothness which I think is fancy name for Gloss / Roughness…
I turned turbosmooth off before exporting the mesh, hmm i baked the mesh with a resolution of 4k without getting any details from the HP. The edges are to sharp on the HP ? Can you upload your version of my file ? Maybe It's a stupid question but does it matter how many smoothing groups the HP mesh has ? or should i always…
I was pretty pissed in the past because I though there was no smoothing in cinema and I always used 3DS to apply smoothing groups, then some guy here told me that you can simply export the phong smoothing in FBX and that acts the same. Also you can apply 2 UV tags and then you have 2 UV maps basically Other question, does…
In Maya, smoothing groups are done through the menu at the top. Select the edges you want to smooth and then go to 'Normals > Harden Edge' or "Normals > Soften Edge', depending on what you want to do. For self illumination, select the material you want and in the Attribute Editor turn up the 'Ambient Color' value. I…
Thanks for the feedback so far. This isn't the final high poly yet but I figured I'd put up the progress I've made. I'm working on modeling in the planks along the side and bottom of the boat, the rigging ropes for the sail and mast and then some more detail on the dragon head. If you can think of anything else to add or…
the whole reason for useing 5 sided polys is that they smooth more efficiantly, i have certaily been reading alot of Stahlberg`s stuff, and im taking note of what Daz has said to me in the past , so anyway , when its smoothed its all quads, any by modeling the way i have its a little lighter than if i completed the loops…
Hey guys, I am still trying to figure out how to get a good bake so I test with simple objects like this. I uploaded it here so everyone can check it out: https://we.tl/t-4GG1l2wALm So I think the bake turned out ok but how would I go about improving the UV layout and the bake itself. I was doing a test with one smoothing…