Some of the fine details (golden lines on your armor) don't look so great. WoW doesn't really do hairline details- chunky shapes are where it's at. Also, it looks like the larger forms of the skull and planes of the armor are being ignored in favor of surface details. JadeEye's right, baking out a lighting map would help.
Best reason to use FBX: explicit normals support. Look mom, no normals map! This is just a chamfered cube using explicit normals to flatten the main surfaces. Even without manually changing your vertex normals, it's nice to be able to use the normals that MAX assigns to the mesh instead of the normals improvised by UE3 (as…
Last input for the high-poly. Put in the battery packs in the rear, which I went with the "drill" kind of battery pack feel, and a basket to hold them. Grippies in the handles. Surface details. Capped the cylinder where the other gas tank was removed and I added hooks to hold up the light cable running from front to back.
I guess it is kinda hard to see what I am talking about without looking at the model itself. So I will try to explain it the best I can. The areas that I am pointing out seem to have the normal's from the adjacent surface overwriting their own. I am baking this down from a high poly.
@Justo The main benefit of realtime raytracing tech for prop/character creation is increased performance when baking textures (good if you're baking lots of 8k or 16k maps), as well as when painting in 3D apps like Substance Painter or 3D-Coat (these apps project the paint to the surface via many raycasts after all).
I think the idea is it's used for baking or concepting. Good thing about retopo of item like this is that it's symmetrical 4 ways, so you only need to build 1/4 of it, then you can duplicate and rotate. I heard the new zremesher makes good work of hard surface retopo, though i haven't tried myself.
It's most likely a floating blend strip. Tiling at seams isn't an issue because you'd map the textures in world space. They are unlikely to place the road on a separate floating mesh because it's a pain to handle zfighting and because it's inefficient to render geometry over other geometry. It's cheaper and easier to cut…
Over the last month, I've been taking a step back from sculpting to develop a better understanding of hard-surface modeling and rendering. Here is a Marmoset Toolbag render of a suit of armor I made. It's around 30k tris, and still needs some refinement but it was a good exercise in learning to make a more game-ready model.
Begun the first iteration of armour sculpting Had some issues with my zbrush and also with polyloops/ polygroups. However overcoming it has allowed me to learn new techniques. Ive made a "clean" hard surface border to the shin guards. Started a rough sculpt on the shin guards. (I've also made them more chunky).
OH, thank you very much :) It's really helpful thread, and I found tutorial about how this things works, with commentary, so i left it here. https://www.youtube.com/watch?v=tvo5QcMs4uc https://www.youtube.com/watch?v=66IGMnPgEW0 #decals #star #citizen #tutorial #floaters #hard #surface #you #tube #unreal #engine