Awesome, thanks for the advice. Duly noted and will definitely work on making those changes. I think I focused so much on keeping quads that I didn't realize those very quads were so out of whack, lol. Should be an easy fix though. Mark, you may have noticed the tail looks kind of whacky topologically, but I actually used…
Depending on how low poly you want to go I would reconsider some of the trash assets and just model them out. Nothing crazy, just avoid simple planes. I haven't done anything with the Unreal engines, but I never trust planes as they could cause some clipping issues. Also for the roof I would add textures for the edges.…
I have the split tool assigned to ctrl-w, I don't recall having to do anything special to get that to work, I'll post back if I can think of something. Agreed that's super annoying about the preferences; I've never understood why the save button in the prefs doesn't write to the file. (or at least give us a button for it…
First of all, make sure your high poly model has nice thick smooth edges so your bake comes out well. The sharper the edges on the high, the less information is transfered to the low and will alias out quick. Dont know if its any help but my work process atm is as follows. 1. Make the high poly model. (Nice thick smooth…
I've got to agree with @musashidan that.s one ugly ui haha. But why would you retopo in zbrush? I like to dynamesh the shit out of my mesh once I get the shapes right I duplicate the mesh. After that I zremesh one and project the dynameshed one on the zremeshed one. Than I sdiv my mesh and add details. After that I take my…
oh boy to first adress the wire. You seem to be a happy welder, some areas are dense and get welded to a lowish middle part. Try and balance those out and dont weld away some of the main shapes. If the tri count is quite high already, dont worry about a few extra to keep your shape intact. For the presentation you can…
Yes! Definitely :D I'm planning on doing organic stuff really soon; actually probably right after this project, and have a lot of great ideas. I was getting into some organic stuff awhile ago, but I agree, it's not enough. My workflow for making armour is to first get inspiration; I take a lot from Filippo Negroli, and…
Back again with some progress! I'm still battling with my inner demons from time to time but it seems like I've overcome them for now and I've got some work done. Hopefully it'll be smooth sailing from now on :) I made a first attempt at sculpting a prop in zbrush! Jeff Parrott's WORKFLOW SERIES: THE TREASURE CHEST from…
Hey, this is a good start, but just a few tips: Think about the overall theme and design of your characters. Try to use repetitive shapes that will act as motifs in the over all design, and also try to have breaks on your design. What I'm seeing right now is very somewhat continuous and not enough "big reads" on the upper…
Thank you very much Vig and Muzz for your Input. My attempt was to make that ship more roundish (?) as it should. Just unifying the vertex-normals (or soften-edges or smoothing group) for a smooth look didnt give me such a nice result. I tried to check out if it will speed up my workflow if I just bake out the basic…