Yea, that's what I'm shooting for. So basically, on the floor, there are just 4 divisions and the UV map is mirrored across horizontally and vertically. There is a unique normal map for that which is blended at the last step in UE4. (pretend the red is a normal map)
to make the picker cover i made the inside part ( to have the right edge amount i need) then the border ( to get the right curve ) then i spent hours moving edges and vertices around .... thanks man, such a motivating comment ^..^
That looks fine, you removed most of the edge loops. If this is going to be sub-d, keep it as is. If it's poly you can move those vertices to the sides to create large triangles instead (if you want to be super anal about efficiency).
Do you find it easy to move vertices and all when modeling? I guess it wouldn't be different once toy mastered control of it. Doing subtle things though, I suppose you'd have to setup the sensitivity and scceleration?
You're going to want to open up the jetpack burners' socket a lot wider if you want this robot to look like it could get vertical thrust. Nice design. I could see this as an enemy in a Final Fantasy game.
what I wonder regarding their method of mid-poly modeling is, do they interpolate the normals across vertices the same way as in the 3ds max viewport? I tried making one of the furlings with the same topology in the picture and it shaded strangely.
rollin, I welded all vertices, put the low poly as one smoothing group. One material id,baked with turbosmoothed hp, baked with cage in max and without cage in xnormal and polybump. it has a default material as well.
This may be nutty but can you go old school and have all of your geometry above your water plane flipped vertically beneath the water to fake a reflection? That's how we did it back in the Nintendo DS days ;-)
awesome color choices, roof texture looks great, the only thing i would change would be to offset the roof tiles vertically a bit, as it is right now, you can follow the shingles around the roof in a perfect loop
I think an animation of vertices added to the classical bone animation. You can adjust the result of the bone animation to balance some distortions or to exaggerate some effect like Hanna-Barbera style.Some animators get crazy about that.