The result would not really be bad topology, unless the hidden triangulation was done poorly. For example if the circled vertices were connected to each other by super thin triangles. So it's best to check the resulting topo before you export.
Hi, is there any possibility to avoid backface culling? For example the capes in the original model files that you can download from valve are in fact one sided polygons but they are visible from both sides in the game. How is that possible? polydon
I think you could really push this, I like chunky style of it. It needs more contrast and highlights working into it for the materials. The video above is a good example of this. If you're happy with it and busy leave it as it is but I think it has potential!
If you just want to combine several textures into one, for example when you baked objects on the same uv map separately and want to combine them, then Photoshop has an automatic solution for it. File>Scripts>Load Files into stack
The chest piece should be in 2 pieces - a breast plate & back plate - separated down the sides and joined by leather buckles. Note how the two pieces in this example overlap, allowing some degree of flexibility without sacrificing protection.
Thanks:) But you definitely should re-do his jeans geometry, at least add more folds in the knees area. Here is from the Gunslinger thread: This is not exactly the jeans, but those folds are an awesome example. Hope it'll help.
This turned out really nice man! Did you do all your texturing in zbrush? The tattoo looks like something you could do very easily in Substance Painter for example. Either way, fantastic results!
All of that^ And Also for myself I would like to see the return of a void material from the old Ddo. Sometimes I just want a deep black flat nothing through all maps (an example of this would be in a broken window)
Great High poly!! My only problem is with those textures. The roughness map, for example, its values are low (the weapon looks wet). On the other hand, the materials look like plastic, which is great for some parts but not for others.
Bunglo is right. It sounds like the object is still responding to initial scale and rotations. The picture don't work for me, but are you making adjustments to an odd sized UV? For example 512x1024 - something non-square, but a power of 2 essentially?