The second part of the Intro Series is now available, Faces, Edges, and Points. This series is intended for absolute beginners. Intro Series: Part 2, Faces, Edges, and Points [vv]127003741[/vv]
a 2 or 3 body sword is probably worth more than an estate... you're going to meet edge on edge with another sword and potentially destroy it? o_o I call shenanigans on their experts.
Extruding edges! That makes so much sense. Now that I think about it, all that weirdness happened after I extruded some edges from the eye area. Good to know.
Would the automatic UV feature recognize hard edges and split the mesh there? I know its not needed to split UVs in any case at hard edges but this way we could guide the automatic UVs.
Nice texturing, theres a lot of wasted polys mainly in the handle and down the sides that aren't adding to the shape and you probably don't need that extra edge on the chamfered edges but its definitely a good start.
Unfortunately, I think some of the hard edges you're modeling are not actually part of the truck but reflections on the siding. They look like some type of racing stripe or hard edge, but are reflecting the lining in the parking lot.
Great job getting those edges nice and smooth! Could maybe use a few more edge loops to make the lowploy to feel a little more rounded on the shell, but still it's a very effective model.
that looks nice, but those edges will only look good in offlline. For baking they are too hard , some are even very hard for lifelike edges. Dont forget the scale and how it is viewed and the constraints of realtime of course