It matters because you'll have a hard time getting the shape right when you have so many vertices to move. Imagine trying to change that complex shape after the fact. It's better to start simple and gradually increase complexity after you've nailed the general shape. That's why you block (i.e. simple shapes) it in rather…
i think there talking about the lowpoly, since yould would these in the high poly to bake the alpa. the approach i would take is adding a ton of loops, so you can get a vert where you want each hole, than doing the vertex chamfer trick to makes holes where the vertices's are. cant show your right no, but this image i found…
I like your modeling and texturing :D and it's a nice environment I just want to know something, that back wall on image 2, are they vertical planks of wood with light passing through? Or is it wallpaper trolling me? I only ask because it confuses me how that wall would have been constructed, and it would at least have a…
In the future you should orient UV islands so they're not at odd angles to prevent aliasing—they're also easier to work with. For a sword you would probably want to look at 2:1 texture ratios too, then you might not have to break the blade into 2 islands (which makes texturing harder and costs more vertices) Are you sure…
Thanks guys. It's wierd because as i said i did it successfully once (and i know it welded properly because otherwise i would have gotten errors in engine).. I'm just trying to figure out what i did then. And just so you guys know, it's for a flower. The vertical plane is for the stalk and the horizontal is for the flower.…
Non manifold geometry is where you've got polygons which cause errors with your mesh. Things like internal faces, unattached edges, areas where you've welded vertices together that part of your model has no thickness. Having different shells isn't non manifold geometry and will probably print ok, but in my experience…
Right so I've tweaked the UVS as you suggested, also welded those extra vertices and increased the resolution of the low poly (below). I then baked with xNormal and imported into your fine program. Low Poly: This is the render. Looks pretty good, but did expect less 'waviness' around the edges. Any way to reduce that?…
It is the same object just doesn't share any verts, so it wouldn't be any extra draw calls. It is like when some engines do batching, where for instance there are a bunch of rocks in a certain area that share the same shader, the engine might group all of those together and send them to the GPU as one draw call instead of…
Make sure your seams run vertically like the pages of a book not the pages of a calendar. Any other direction will cause a visible seam. Even then it's not perfect. It also has a bit to do with how you layout your lightmap UVs. Read more about the issue from this thread. EDIT: After using lightmass to bake lighting for a…
great work, cant offer any help with the fur but I agree that its gonna need some work, Gir's idea of wyvern scale could be really cool. If you have the inclination I would consider reducing the slope on his face a little, and making the cheekbones almost vertical to bring it more in line with the concept, but also cos the…