@weirdboy: try using some highlights or lighter colors along the edges (color/highlights gets brighter towards the edge) with some darker colored gradient going towards the "inside" or where light degrades. The sharper the edge the more definition or contrast with highlight/shadowing. remember that metallic surface reflect…
weird, In Modo, I just select the Edges, and i delete them, same when i want to edit a Trised model and make it into quads, i just select the edges and i delete them.
cool bola, maybe add them alpha trials, i also like the way in the concept the head/hood is sunk more into the body. The edges of the model could use some detail to define the edge more.
Hey man, you should take a look at tommy model. They are very low poly and have a great edge flow. The way the edge flow on shoulder is right now would give weird deformations when animated.
Your blade edge looks very soft to me. Need to make some nice sharp highlights on it. You could collapse all those middle edges and save a ton of polys. They are wasted as they don't contribute to shape.
Nice work Nathan. What is the approx rendered polycount per frame in that scene, from a normal gameplay camera perspective? That Dwarf is pretty good, but what's up with the seemingly unnecessary edge loop running down the edge of the mohawk?
Vertex painting can get you the same look, but it requires separating the mesh into separate elements, or splitting edges to get hard edges on color separation. I do agree that painting vertex colors is a lot faster though.
Exactly - the demonstration there, if you look at the edge loops, isn't about having an extra face in the back to compress upon, but about an extra edge loop in the front to smooth the bend. Edit: wait, I've confused myself. This is quantum physics