Your axe appears to be a bit blunt. That's the first thing you should fix. Then I'm assuming that this is a high polygon model from which you're planning on baking a normalmap to a lowpoly model you're actually going to use in game. If not then, I'd suggest that you do a bit search into that, it'll be helpful and…
I have the understanding that this one is a core re-write with vastly improved polygon performance... I'll let you know when I get it. Just got an email saying they shipped it. I have been waiting for the 64 bit version over a year now, so I am happy.
i think it would help if you posted the reference up..i would add more depth by increasing the polycount, for example the arches should demand more polygons for a more rounded feel. add damage to the pillars, maybe add more debris on the floor..everything's looking pretty good Davett29
[ QUOTE ] i think you need to work more on the face, you can also optimize the model a bit, for example the jacket doesn't need that thickness [/ QUOTE ] That part, the jacket, is what I'm most concerned about. You think it would work better as a single sheet of polygons, instead of a box?
You don't have to know how to animate in order to get the water to move. In unreal engine you can use the material editor to create a scrolling effect with your uvs, here is a tutorial that is pretty popular for a stylized water shader in unreal engine 4 https://www.youtube.com/watch?v=Ix7K_IubTig ( for this to work your…
If Dynamesh is dying/giving weird result on this it feels like this has a lot of weird hidden polygons/holes/unwelded verts, as can be seen by these triangles in your source mesh - the volume itself isn't bad enough to be problematic for dynamesh. Might be worth to extract just the planar area, fix holes and extrude it…
A couple more links to get you started http://wiki.polycount.com/wiki/Subdivision_Surface_Modeling A few links may be expired here, but worth digging around. See also the pics further down. https://polycount.com/discussion/221392/sketchbook-frank-polygon/p1 Frank's thread is a gold mine of deep insights into subd…
- 3ds max - for polygon- and hard surface modelling - Zbrush - for sculpting - Rizom Uv - for uvwrapping complex or midpoly stuff (since 3ds max is becoming laggy easily and it's uv tools are outdated) - 3d Coat + Photoshop - for hand painted texturing - Marmoset toolbag - for baking from high to low poly
You have overlapping polygons. I dont believe there is a real relax in Blender's uv editor, which means I havent found it yet. A quick fix is to manually move the verts in the editor so there is no overlapping. Just spread out the trouble spots and give them a bit more room.
As an additional I have noticed a difference in my polygon results with the loft tool when I switch between the Mesh and Patch Output methods. Would you happen to know what this means and if there is a preferred format to choose? I ask because the patch option significantly improves the look of the mesh