ZacD, that was the original intention - to make it metal with a plastic top but I kind of changed my mind after using the diffuse for spec testing. Still haven't fixed that part yet but planning on making some scratches towards the end of completion. Titus S, yes it's just an alpha, normal mapped with spec and gloss to…
Ended up changing the hair style to something a bit more manageable. Experimented with a few dreadlock / side ponytail styles - but I couldn't find something I liked, or the count got way too high. Had fun messing around with fins and shells, might be a bit subtle though. Turns out I've no idea how big cigarettes are…
Where you've got two edges leading into a vert on the wheel arches, your smoothing will have artefacts once you add panel thickness. Try to keep a strip of edges to follow the flow of the curve and move the pole inwards. Have a look at some wireframes of other sub-d cars. Hope this makes sense and helps. Looking forward to…
Hello again! During the animation process I discovered that the model I was using was too low resolution of a character mesh to rig and make face animations, so used a model with more edges. Here's the wireframe and model. I'm still using the same textures. For face animations i just decided to use vowel sounds,…
Smoothing groups are generally used with polygonal meshes. Your mesh is a sub-d mesh. You use control/in-line edges to control the smoothing. The reason there is a crease there is because the control edges are so tightly spaced. You can spread them and still maintain the sharp corner. Post an image of the non-subd…
God these are amazing. I am wondering cause I can not see it properly. But are you using any floating geometry? And what, if anything, is sharing the same texture space? I am mostly wondering what is happening with the table, and the ornaments/reliefs, cause I can not make any sense of the wireframe. Thanks in advance for…
Thanks for your kind words, i am definitely motivated to push this as much as my computer and my brain can handle it. Brandv3d, what do you want to see, half-finished models, wireframes? I moved the scene to the latest UE4 version and played around with volumetric fog... B) I finished the unwrapping of the asset you see…
I want to look at one beauty shot and then at wireframes, high res and maybe texture flats - preferably with them all loading at the same time. Not wait for every image in someone's gallery to load, one at a time, resized in some floating window that they've customised the buttons on to be non-standard... It feels like…
Welp, here's the current state of the lowpoly bake. There are still some areas that seemed warped or glitchy, and I'm still trying to figure out where exactly I should and should softening edges/normals. I feel like I'm doing everything totally wrong, ugh. This is after my third or fourth pass trying to clean things up:…
Thanks, do you mean the number of edges on the outer side of the shield? I would have used a bit more tris but I want to try and keeps things fairly optimised. Its a fairly minor prop that is only seen from a distance so the edges shouldn't be too noticeable. Wireframe if you are interested: Got any crits on the block out…