I know you're going for something stylized, so I'll try not to harp on this too much, but I tend to nerd out about swords, so I may still wind up overly verbose on the topic. The hilt looks good (though, I'd suggest if you're going for a sword resembling a Roman gladius, you could afford to exaggerate the size of the…
100k tris is fine for a main character in a game nowadays, but you should only use that as a loose goal and use as many tri's as you need to define a good looking mesh, which is very subjective. Main characters on console/pc will range from 30k to 200k this generation, depending on the game. As for topology, you are going…
@Malcolm The edge mapping is good, for mapping tubes and stuff, has an option to unitize those UVs. Normalizing with certain values of U and V. UV Snap alignment, you can overlay a bunch of slightly different meshes and have the UVs snap to a target shell so that are all overlaid properly. Select interior UVs, or select…
Edge padding is the excess bleed after the edges of the UV island. If your bg is black, the black is going to bleed in. You can tell there isn't padding because of the bleed and most likely the texture you have only colors to the very edge of the UV's - it's redundant I know but hear me out. If you are baking in 3dsMax,…
Hey, making solid progress. I really like how the scene is coming together. I know you're on a tight schedule but I really think you'd benefit from spending a little more time exploring Zbrush. Right now all the sculpted assets look very doughy and soft, a lot like actual clay but not very stone like. It's okay to have…
One very important thing that tutorials like this never really seem to cover(well, yours and the q4 ones atleast) is that you can very easily get nice smooth transitions with your floating geometry, theres really no reason to have super hard edges like that if you dont want to. Having a slightly little softened edge imo…
Alright I was able to fix it but the only thing that i did not do was just use the inset tool. I just made sure the segments I made went behind the edged faces of the corners of the windows. Then I just deleted the polygon. The only problem now though is that I have some edges sticking out (lines) of the windows and if I…
Hi. I'm not much of a Hard Surface modeler, but for work I typically have to do hard surface stuff. We don't usually make a highpoly model and then bake down to a low poly. We just make low poly objects for use in Unity. We're not really a game company, so we don't have anyone who manages quality control of the models, nor…
Hi all, Been encountering weird issue in Unity during light bakes as you can see from images below. Note this is showing in UV Charts of Unity and not the texture uv or lightmap uv. *There is no overlapping in lightmap UV, no inverted islands or out of 0-1 space. *Randomly happens on surfaces with rounded edges ( low / mid…
I asked this in the Max plugin thread. But this might be more general and/or lost to someone who might otherwise see it if posted as own thread. I have to take some medium high rez meshes. 10000-20000 tris and Convert into low poly models. They were initially created with Nurbs in sections. So its not one complete mesh,…