Retopo one section. Create spline to match tread, copy along spline. Followup question: How is that going to be animated? Bones? Texture/UV animation? That can help inform your modeling/baking also.
Do you have some examples of games where they have left the support loops on the in-game mesh? You seem to think this is really widespread but I've never seen it on any project I'm working on or on any professional example of an in game model. What I meant by "using older hardware" is creating games for systems with less…
how would you go on doing this? the guitar body itself is not that hard, but doing the pockets yet preserving a someonewhat smoothable mesh? Otherwise i would just go with my rather messy mesh and put a displacement texture on it.
I stuck a bunch of stuff here. http://wiki.polycount.com/CategoryEnvironmentFoliage Also I made a high-res tree branch not long ago, to render textures from. Might give you some ideas. http://ericchadwick.com/3d.html#tree
For the wires i would be tempted to model and texture 1 or 2 wires and then duplicate them around later. For the weld, i would think that sculpting would be your best option. I bet Claytubes/smooth would work well :)
aFungusAmongUs such things are best done at the stage of texturing fake geometry. it is much easier and faster, and gives high quality results. You do not need to model every detail. it's a waste of time. show this: https://youtu.be/VQ0wQG7TKPc?t=1595
@Doguib7 The scope of your question is a bit large for this thread. Anyway, I would start with the elongated mesh and topology, and shrink it back to the normal nose shape, squeezing the loops as evenly as possible. I don't have a great suggestion on UVs and stretching, how much of an issue is the stretching here? Will…
Hello, I'm struggling trying to replicate this pattern on the handle. How would you do it ? Sculpting it doesn't seem efficient and texturing it seems really hard ! Here's my poor attempt to it ! As you can see it's deformed and the cylinder is no longer straight !
There isn't any texture behavior on the subd because you don't put UVs on it. The only thing you need to be concerned with, subd wise, is how it smooths. If it looks good, you're golden. Your low poly model is a separate concern IMO...
That's what I figured as well. It could also conceivably be helpful to have such regularized meshes when it comes to texturing and shading with their internal tools, but I'm taking intuitive pot-shots. Damn if they aren't some beautiful examples of quadrangulated meshes though.