No need to unwrap high poly for baking just make sure the low has its uv's right all in the 0 to 1 and not overlapping. Modeling low poly should be pretty fast and its better because extra polys add up. The extra 100 here and there in places on one model means jack all but when you have a giant game world the billions…
Agreed! Plus I think would also depend upon, if the model is viewed up close ingame i.e. animated rather than for example, a portfolio still or such like...
It looks like an illusion, but from what it looks like, it's simply a bunch of bridges that all meet at the ends where the circular disks meet. That isn't hard in theory to model but it's all the more difficult because gauging the perception of the shape is completely fucked. Now onto my own nooby question, how can I model…
Right, but I guess I was asking for something more concrete. Is that how people do models with a mix of surface types? They do the soft body stuff in Mudbox and then tack on the hard surface stuff as separate models? Do you then take that frankenstein collection of meshes and retopo into a low poly mesh, weld verts and…
nkwinder: You're looking at the wrong tutorials then. ;) This is fast and crappy paint over, but isolate a repeating pattern on the tire and just model that. It should be able to be equally divided in 360deg. (See PINK section) Also, in your case you need to make sure you can offset the pattern by 1/2 its with and it will…
Oh, right I see. I've been sub-d modeling all along then. I just always thought it was only Sub-D modeling when you went and converted your mesh into one of the more advanced Sub-D surfaces like you can in maya, and then use the extra tools that provides. Geez i feel like an idiot' I probably should have thought more about…
@perna Exactly, it's a lack of confidence in workflow. Part of it is me thinking that I need to switch from maya to 3ds max to do better hardsurface modeling. The other part is feeling that I could have found a better more efficient modeling process besides just "drag vertices with the move tool and make an estimation" and…
Would you consider as a bad habit to make a quick mockup of a model, eye balling everything, cut non consistent edge support... and then, once you know more precisely how your loops have to be organized, start over the final model, preserving curves and stuff ? I find difficult to not be empirical sometimes, when you have…
Hey guys, I'm coming from a mostly organic background but I really want to be more comfortable in hard surface modelling. I'm modelling an environment and have come across a problem. As you can see in the image below I ran into some issues with support edges causing artefacts on the curved surface. I've posted an image of…
So I'm hitting a bit of a snag with modeling this hole and the inset its in. Trying to model it with Sub Ds but I cant seem to figure out how to run my edges for it to smooth properly. Especially right where the inset comes to a point at the side. As you can see in my current progress screen shot I have a highlighted N-gon…