hi bitinn 1. import as surface model 2. from Retopo room > check the top menu retopo > import 3. do not use auto-retopo; or target a more higher mesh than you need, and you can remove the edgeloop and use slide on edge to equalize the poly density depending on the the surface area. 4. yes its a problem i also have, there…
The model looks a bit blocky and stiff but I really like the texture. There are still plenty of horizontal or vertical aligned edges (that you get from extruding, slicing,...) but they could be more moved in a flow, so that especially with the body you get a more natural motion in the edge flow. How about some glow pass in…
I agree with Spudnik remember that the files will be compressed If you are working on x4 textures remember that they will be compressed down. Things below 3 pixels can become lost. Use most of your polys to make smooth interesting shapes really smooth out any curves( if there are not enough vertices on the curves you will…
What is the context here? What kind of overall object is this? You probably don't need to merge the handle into the surface. This is creating a lot of extra vertices, and is pinching the surface. You can just float the end of the handle above a simpler surface. Same with the end of the trim at bottom left. The trim can…
I have used tex tools to use the uv island for smoothing groups then went back and fixed a few minor smoothing group errors. Checking into the issue about the Eagle i was unable to find any inverted faces,vertices, or anything of the sort. The attached picture has a few areas circled in red, which leads to my last question…
Look sweet so far. I'd improve the wood thats directly on the tent (connecting the cloth) and to be true, I first didn't recognize the door and ask myself "eh? where to enter?!" Maybe do it out of a diffrent colored clothpiece (like completly blue) And maybe you could add another wooden beam holding the cloth up, but a…
You should take care however to break your model apart (if Vertices ID numbers are not important) and quadrify only parts which look simple enough for the scripts or graphite and do the more complicated parts manually. Try Graphites Quadrify on a sphere, and you'll see what I mean on the ends, even if perfect in even…
The RPG should be modeled as 2 pieces; you'll also need to model the booster & motor if you plan on reloading. The flare at the base of the RPG should be vertical, not angled. If you plan on making a commercial pack, you should ensure they are all from a related era - very few games use weapons from ancient times through…
i read through that thread but unless i'm missing something it's about static textures and vertex painting, rather than an animated texture. I can't see how you could setup a vertex painting shader that was moving since the vertices don't move? if you tried to paint the density the denser areas wouldnt move with the lava…
A wonderful thread that deals with this very issue from a couple months ago. It's a fantastic read http://www.polycount.com/forum/showthread.php?t=93063 tl;dr: 1 The general rule is to not mirror contiguous geo. However if you have to, conceal the seam with more geo. 2 UV seams should be layed out vertically, not…