Run through the existing algorithm, then get the winding order of the border vertices and choose a likely starting point (orthogonally aligned, symmetry or closest radius or edge, or pre-calc and measure least distortion somehow). Then iterate in winding order, and rotate each vertex about the centre so the angle with the…
Yes, your topology is going to be like this when you have areas of contrast between high-segment curves and very sparse geometry. What you have is on the right track, but you have a redundant edge loop around the border of the top of the hole. It's doing nothing as it's on a flat surface an doesn't affect the…
Old swords that were passed down generations were not notched like that, even swords that have survived centuries of wars do not look like that, unless it was made of aluminum. They were actually always kept in near-pristine condition as much as possible. Think about it; if your grandfather gave you his prized warsword,…
Learn the following things: - familiarise your self with the topology of all the basic primitives and experiment with their creation parameters. - create polygon tool - combining and separating meshes as well as detach component, and merge vertices tool - booleans - insert edge loop tool, slide edge loop tool - extruding…
Post the normal map. Do you see the seams there? This looks like an issue I get sometimes if I forget to smooth edges on a model before baking. I don't think inverting the normal map will fix this -- this isn't like the entire thing is shading the wrong way, it's just some bad edges. In Maya, try unlocking the normals and…
okay, it looks like you've got a circular base, connected two opposing verts and then bevelled the vert at the end making that triangle. what you could do is add another edge in that triangle and connect it to the circle edge. it may result in unwanted angles since you're adding another edge loop. with the second problem…
looking at your image I'd guess you attached something like a circle or sphere shaped form to it. I'd dare say you have much to many shells attached to one another without having to look at your model. You do know that every edge above 90° should generally be detached to another shell? Apart from that, rewelding edges is…
Hey Jordan, first off those holes on the phone are going to cause problems if you don't model each hole, if you want to just have them be in the normal map then you'll need to fill in the holes and just make them indention's. The HP is looking great though, and as Razgriz said a seam is needed along the hardened edges of…
Hand painted stuff looks awesome! You have a great eye for colour. But like the Almighty Thunder said, there are some things about the gravestone that are off. The crosses on the top don't really look that great to me...Seams like they should either be engraved on the front or be actual geo sticking out of the top. The…
Thanks for the feedback man! A lot of those edges are due to just wanting a nice silhouette. From that angle, the grip looks linear - but has a slight bend there (but more importantly, edges are there to support the skewing from the knurling floaters). I agree with the trigger though, that's always facing away, could be…