Current HP, simplified the wraps and now gonna take a pass on added some sharpness and edge-work to the cloth. Right now it's feeling too soft and I want some sharpness to mirror the edges throughout the rest of the mesh. Let me know if you have any close sculpting tips you swear by!
Orb, all textures that You make have these lovely edge highlights. Is there a special way You do them, or just take PS and handpaint them like crazy? i mean, it has to be alot of hard work doing just edges alone. could You please share some tips on that? best, dunb.
Model it with subdivision surfaces being careful with your topology so that it's easy to simplify later if you need to. Then, when the cage for your highpoly is done, simplify it as needed and bake things down. Any software that lets you collapse an edge ring, delete an edge loop, and weld two points together will work…
Thanks for the tip. I knew about that baking, but i am facing a problem, because i realized i have to "chamfer" these edges: Should i chamfer them as first or After i chamfered that outter edge? edit: I know i am annoying but i couldn't find any (free) tutorial on this.
I was actually able to resolve the issue by using 3dcoat v4. I imported the uvmap and had it provide the padding. once that was done it blurred the lines out to the edges and from there the normal maps edges are unseen. I have added creating high poly models to our pipeline for now but this resolved the current issue!…
I've done some experimenting. If I harden all the edges the effect is gone. Upping the res has little to no effect so it isn't bleeding. It could still be inverted UV's (I'm guessing) so I'm going to try that. But other than that I'm at a loss. The hardened edges work, but doesn't look as good as the softened.
Something else to keep in mind as well; try to keep edges perfectly straight where possible. Those four pieces in your existing UV map have some artifacts on the edges because they are slightly rotated. This is causing a "stair step". WIth enough texture you can mitigate this, but it is not an efficient way to get around…
Looks good, I still think you could reduce polys a lot, there's a good number of edge loops you dont need to define the shape. you should be able to cut it down even now when you have it already projected, just make sure you dont remove a seam edge.
It looks pretty good so far. It looks to me that the torso is wider that what yours is currently looking like though. For the edge wear you should try spreading out the wear so it doesn't look like it's just a straight edge of chipped paint. Add dirt into the crevices and you'll be on your way :D
Firm up the edges of the wood planks. The middle bits are cool then they get real soft at the edges. The inbetween areas are a bit undefined too. I think there is too much value change on that surface. The faked interior is a neat idea just make the shapes more defined. Add some contrast highlights on the window too.