https://www.artstation.com/artwork/854wE I recently got a chance to go back and update one of my older ships for Fractured Space. Concept & all artwork by myself, rendered in UE4. 3ds Max/Photoshop/Quixel Comparison gifs between the newly updated version and my original from a year ago: Wireframe:
Do you mean that you have a double sided piece of clothing, and that the weights on one side are different than the back side? quickest way to solve that which I know if is to select by vertex and apply weights by flood fill. Then you can smooth it afterwards if needed. This way you can make a vertex selection in wireframe…
Think I might call this sucker done. My man Torchy finished rat dude, will be getting some closer renders to do him justice. I can't really think of anything else that would make this better. Will be doing some final images (wireframes, etc) tomorrow for the post to ArtStation.
Can you point out the seams please? I see a dark line on the midpoint near the upper part of the tail... any others? This could be from not using edge padding. http://wiki.polycount.com/wiki/Edge_padding Can you post a screenshot of the texture, with a UV wireframe on top?
The stuff looks decent enough. I think you could work on your presentation though. I would show the wire frames for longer and more clearly. Get rid of the textures while showing the wireframe, and show some close ups of some of the more technical areas.
I thought that I would add a screen shot of the low poly model with normal maps applied and one low poly model with wireframe applied for the Arenanet environment art test. You can see more images on this project at my website portfolio at: www.shawn-odonnell.com
it would be useful if you clould post unsubdivided wireframe. But here's my 5 cents. you need to add some extra geometry/loops and try to distribute them soemwehat evenly so subd can make the best average estimation and round the mesh as you want.
neat, would like to see wireframes, keep an eye on your silhouette. Soften and harden normals. Keep an eye on your proportions, their might be some small changing you need to do to make sure that it reads. you should make this into a high poly mesh, it would be cool.
I love the detail in here, great stuff. Wireframes look great too. Only thing I would try and add is a bit more information into the roughness maps because the spec is feeling a bit too clean/even, specifically looking at the gold details you have in there.
Hey, nice stuff. It can be a good idea to put a wireframe view of the sci-fi woman's head so the topology of her face can be seen better. EDIT: Also, maybe some light shadows under her belt to show the belt sits on her waist.