Really solid piece man, the only super mini nitpick I would like to shime in is to show a quad wireframe, the triangulated mesh is not as clear as a quad would be. Ohh also your UV could maybe need some extra padding space of like 3-6 pixels in areas.
I do have a question regarding environments. Looking at the game I believe most of the rocks/cliffs were modelled by hand and got tiling textures right? I have only seen a few that could be sculpted like the bigger rocks on madagascar. It's a shame there are hardly any wireframes around.
@Jakub: Thanks, glad you like it! @"Brian Panda Choi": Yes you are correct, I didn't use extrusion for the clothing. If there is an inner part of the clothing exposed (i.e. the inner part of the collar), that is done with retoplogy all in one go. Usually the inner parts of the clothing are less detailed in the wireframe.
Hey @revois ! Before anyone can make much of a critique, we're gonna need to see more - mainly the untextured high-poly sculpt and closeup images, along with some wireframes/low-poly images. If you can also show your process at all, that would be very helpful! :)
As promised, here's some pictures with wireframes. Never modeller a blade before (as I'm sure you can tell by the topology) so it's a bit of a mess. Atleast it looks decent and doesn't have any major shading errors. And here are some pictures of the knife I've been fondling vigorously for reference.
I like how in-depth you go with showing the workflow and the project looks cool. About the wireframe models you showed, they seem poorly optimized, is that because theyre just blockouts and will be fixed later or for some other reason? (tiling textures or similar) Looking forward to seeing more :smile:
Thank you all for the feedback! I always wuss out with color variations, but I'll try to up the ante! Also, I've never done a rectangular UV map before, but I can see why that would be an improvement on the optimization. Next sword (coming soon) will include a wireframe too.
Started cracking on with some retopology going to finish it off soon then just need to unwrap and sort out the textures. Polycount is still a little high for my liking so will reduce it some more once i've got the overalll shape. Will get round to posting the wireframes when i've finished.
Hi, so sorry for getting back so late, yes this is a low poly! I've attached my wireframes below! And I went for a focal length of 100 mm or so. Not sure what I can do to improve this though in terms of lighting as I think thats the weakest part of the scene for me