Hey, I'm wanting to get some practice in for realistic heads in UE4 so I am planning on making a number of them in order to really nail the workflow. Here is my first one so far... High Poly Sculpt Wireframe UVs (hoping I have set these out to make the most of the face and eyes) Any feedback would be greatly appreciated.
I think there's a lot of randomness in all the details and nothing that looks like it has a purpose, or is identificable as something that could have a function. It's pretty much all bevels and insets over a lowpoly frame. You should put more time into research and concept (collect related images, steal details, see what…
Probably because Blender isn't triangulating quads the same way as Marmoset. Triangulation is a bit of a pain to maintain between softwares, hence it is recommanded to triangulate your models before exporting. Check the wireframe. Try to force the triangulation by connecting vertices the other way. Don't know if there's an…
Think I might call this sucker done. My man Torchy finished rat dude, will be getting some closer renders to do him justice. I can't really think of anything else that would make this better. Will be doing some final images (wireframes, etc) tomorrow for the post to ArtStation.
It looks like in the top picture that your floor section is not totally flat. That there's a slight height difference between the two sections where the seam is. I'd have a close look at this in wireframe mode. Also you could try fiddling with the brush order to fix the seams. BSP shouldn't create seams like this.
You're also using a flat/mat materials on your model in c4d, if you put a materials that had a higher specularity on it, those same artifacts would appear i'm pretty sure. Point is i think you're problem is stemming from your geo, could we see some wireframes?
I like what you have so far! Any chance we could get some wireframes? I'm trying to learn hardsurface modeling right now and working on a simple Glock. I would like to see how you did some of your edge work! *Staying tuned!*
Both of those examples are ok and used often in production. What you learned in Uni was most likely outdated, which is actually very common. I'd recommend diving into the polycount wiki and looking more up to date tutorials, or if possible looking at wireframes of actual game assets used in published games.
I agree, Kippernicus. The rust was giving me a little pause for thought, due to the lack of contrast to the cart body. After a good sleep, though, I brightened up the rust, bringing back some color and touched up the wood shading slightly. Here is another render as well as the wireframe and UV.
Like your composition and the lighting isn't too bad but it looks like you're not displaying this stuff in a realtime engine? You should, or if you plan for this to be a pretty rendered scene unlock the full potential of the app you're using. Also more info! Tri counts, wireframe views, module break downs.