Thanks for your answers! We are actually using Maya, i'm not the guy in charge of the skinning process but i need to handle this base mesh the best i can to start prototyping. We were planning to use the merged mesh and have a single skin for it, my concern was if the vertices need to be welded, like the arm or the head to…
It is wavy because you straightened the vertical edges. If you were to unwrap this true to its shape and relax, it would form a 'C' shape. With that said, why did you model those small details in? Are you using normal maps? If you are using normal maps then modeling in small shapes and details like this is a waste of…
Thanks for the answers !! I´ve made a bake among the highpoly and a subdivided and reajusted (only the loop vertices) low poly mesh. After that just remove the smooth node and made a mask in the normal map. It worked totally ;D The images are only the try with the seams, using the mid poly map without the mask, but now is…
How i typically work is I create and unwrap LOD0, then duplicate it for LOD1 and reduce the tris - this should preserve your UV's (you have to avoid moving vertices though, just deleting and/or connecting) for the lower poly model without having to remap anything. You can do the same with the skin weights (in max at least)
The lightings mighty nice, and I love some of the arch. elements, especially the struts near the gate. The only crit. I can make is the grass looks a little clumpy atm, needs finer strands. And like Sander said, maybe lessen the mist a teeny bit, it really needs to fade in over a greater vertical distance.
Thanks.After reading ur comment,I have been moving vertices around,tweaking and refining the model to get it to look like Cloud.I think I need to train my eyes to read features and likeness without textures on models. I am not a big fan of sculpting.I kinda prefer modeling my mesh instead.
This is the way i've always done it: Just dividing a quad, splitting the middle edges, then beveling/chamfer the vertex highlighted in red and it gives you a perfect circle with no cleanup needed, aslong as the original quad is perfectly square this works every time. This does not work in maya though has it doesn't average…
Looking pretty good! I think you could stand to bring in a little more color on your textures to really breathe some life into them. World of warcraft tends to use a lot of Hue shifts when they define cavities. You could also try to bake in some color/gradient into the vertices also! Good luck!
I think it may be much easier if you break the car down into parts and then model them by edges. Finish each part and then align them in place. Right now if seems you're trying to build it by shifting vertices around and that makes it really hard to get a good flow for the geometry. Any other reference material you're…
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