Hello friends. Some some progression on the model. Low poly is almost done, needs some edge straightening, hammer and safety then moving to beveling and doing high poly detail, then UV and texturing. If you have some tips and critique, please tell and I will improve it! It is at about 9000 polys.
Did the low poly today. Now at 4854 tri's. Kinda made it modular as much as possible. While uv/texturing i'm aiming the use the same texturespace for some modular pieces aswell. One question though. Should I bevel all those sharp edges or is this just fine?
Nice modeling! Looks like you matched the reference pretty well; though the bolt arm looks a little too thin? Also, you may consider loosening up the bevels/chamfers a tad, just so you can get a nicer bake on the low poly. Cool stuff.
lighten the stone as suggested. Grass is super tiled as well. You smoothed the rocks on the left and right, but not front and back, not sure why. They seem too round anyway, rocks are usually piled straight up, but yours all curve with that top bevel. Maybe add some dirt to the white walls.
Thanks Mike...for the info. the 32 cylinder with quads would need to be cleaned up with less edge loops... it more that VR handels quads better then triangels.. Have you got info on this? and normal map in VR I read it doesn't work well. and you are better of using bevel /chamfer.
That looks really useful, however if you add a prompt "Saved as PNG - "[OK]" then the usefulness is diminished again i really would remove that, its just an unnecessary extra click Also smaller buttons would be nice so it could be integrated into the UI permanently ( also without bevel and emboss >.> )
Hey pmiller001 ! Thanks a lot for your message dude ! I was given the advice to use SubD modeling workflow instead of the one I used (based on Bevels). So here's my updated mesh. By the way, is the topology good or should I get a rid of some edges on my model ?
You should be using triangles where it's convenient then. No point in keeping everything quads. Also I think you have way too much geometry in your ice cream, if you're looking for a place to spend your geometry budget my suggestion would be to bevel your hard corners.
Hey Rob, I have a feature request for when you implement the rounded edge normal baking. Could you add a setting that changes the width of the round edge? It would be nice to have some control over how tight the make the edge bevels. Keep up the good work!
ProjectEagleeye - Thank you, glad you like it! Third pass. Thickened up edge bevel to feel less paper thin. Brought more removal to tile edges for more damage. More tweaks to surface damege, more focus to large pocks and reduced crunchy noise. Added gum!