I wasn't necessarily referring to the hammering (though pinching is a very good keyword) but that's probably my bad for not expressing it better. Basically, the lamp isn't one big chunk of metal, and while nicks and notches (like the one in your sword) and blunted bits might be found as well, it's much more likely to dent…
This is looking cool so far with those bottles! We have some examples of face wireframes, in case that helps: http://wiki.polycount.com/wiki/FaceTopology
The recent thread asking how to maintain texel density got me thinking, as many of the answers were needlessly complex or the opposite, i.e. just eyeball it. There is actually a fairly accurate and artist friendly way to match a specified texel density, so I thought I would take the time to explain the method as well as…
@killnpc Hey! You are right, you made me realize that I made a terrible explanation of my problem. I'am using a Blender plugin called GrabDoc, that allows me to easily bake high poly mesh to a plane. Then, I'll take the low poly mesh and map its UVs on this trim sheet. This is my trim sheet so far: So, my issue is when I…
Hi dzibarik! Firstly, I just want to put out there that I am no professional in the gaming industry, nor have I done a degree in Game Art, 3D Modelling or anything related to Game Art. I left my BA Architecture Degree because it was full of people I didn't want to be and the Industry seamed bleak to me (in my personal…
Hi! Yes, it's the "Mark Sharp" command. With objects that have angles of various degree, I like to set the autosmooth to 180 degrees (all smooth) and then manually mark edges sharp where it's necessary. Due to the Auto Smooth angle in the "Object Data Properties" panel being greyed out in your image, I think the mesh might…
Hey guys, first ever post here :) Im currently working on my first "real" high-poly model, aka I want a mesh whose detail level could be controled with a subsurf. The idea came after seeing the wonderful realization of Stephanie Nieves "Biomodem" after some concept of Stålenhag…
The whole point of working on the grid is to have assets (which r mostly architecture modules) that can nicely snap and fit to each other when building the level in some game engine. It also helps to create simple visual guidelines for various dimentions, some sort of array of standartized sizes of your assets (say, 1m,…