Not too bad at all, geometry looks pretty clean but your getting that soft messy look when you subdivide due to the lack of control edges. For instance say you create an extrusion on a surface - that extrusion has to be held up by edges at all sides, the distance of these edges will determine what softness you are aiming…
Edge-weighting in Max is not great. Two built-in routes: 1. Use "Smoothing Groups," but you only get hard edges. 2. Use MeshSmooth's "Crease" tool, but this isn't editable if you collapse the stack. Best way is to chamfer the edge you want to be a crease, directly on the subdivision cage (the lower-res mesh), and let the…
Ok I'm back to hp ;] Trying to make it more interesting. ajr2764 - I putted bevels so the edges looked better...I don't like those hard edges pretending to be smooth only with normal map;p Is it too much for UDK ? I know that tri count matters at the end but should I really stick with hard edges and normal ? Some people…
I like this character, but to me it seems he is wearing lots of soft flowing and folded cloth, maybe silk or somthing. I don't get armor from it at all. Could use a lot less wrinkles and more hard edges. If its plate armor with leather, the plate should be smooth and have hard edges while the leather would have medium soft…
so for one i do think you did a good transition of the concept into the overwatch universe in terms of proportions, i do love the concept a lot but its a bit too toony for what overwatchs style is. maybe the eyes are a bit too big still and could feel a bit more humanoid. i will try to stick to your work and not compare it…
The last bark sculpt is done! For this last sculpt I’m using it as kind of a kit-bash texture where I can use the vertex groups and an image mask to add or take away those black areas that the aspen bark has. It’s funny after doing this one to look back on that first sculpt I did and to see how undetailed it was, when at…
Hello, I've finished a couple projects with good results, but I see people mention sometimes to maintain good edge flow on low-poly models. Does edge flow matter if the model is not being subdivided? I haven't had any problems yet with what I've been doing. Are there any general tips to keep in mind when create low-poly…
hello to all of you. Some of the architectural models that I came across on Turbosquid did not use bevels, I was wondering while I was researching, I came across this article on turbosquid Holding/Support Edges Holding/support edges present to retain shape after subdivision. This also applies to 3D text. NOTE: For…
Not sure what the terminology/usage is in blender, but make sure it's subdividing along hard/creased edges so you don't lose your shape (again, we aren't making it soft here, just want to use sub-d to add more geo to do the heavy lifting). Here's an example in Max, using the low poly and sub-d with hard edges (the low poly…