@Vastra Massive! will be keeping an eye out on progress also the overall aggressive "Preying Mantis" nose design elements which are RAD having initially caught my eye so indeed very interested in how this project evolves.
Hi there :) I'd add a few cons : - Dynamic subdiv's crease levels always resetting to 15, while user might not want that (I often opt for 1 or 2 depending on the density of my topology), maybe recall the latest used value or allow to store it in the preferences - Add a way to clearly set off Dynamic brush size everywhere…
This discussion was created from comments split from: How The F*#% Do I Model This? - Reply for help with specific shapes - (Post attempt before asking).
Have to agree with @Noren , @ZacD , and @pior : both the contiguous unwrap and compound curvature of the shape are contributing to the distortion in a way that's almost unavoidable with a [tiling] texture only approach. Lot's of good advice on how to proceed with different approaches from everyone in this thread. As far as…
I would highly recommend trying a 256 resolution, you can do a heck of a lot detail wise if you learn how to mirror and reuse uvs, along with straightening uvs to reduce aliasing jaggies. It also helps get very crisp output. The knowledge then scales up rather nicely to higher resolution work.
Agree! If you check out The Ascent, you'll see how they pushed this idea of procedural/modular content even further into a fully-fleshed out game. https://gdcvault.com/play/1027800/Building-the-World-of-The
There are a few triangular faces here. I’d like to preserve this large curved surface as much as possible and keep smooth transitions at the corners. How should I retopologize this?
While everyone is entitled to their opinion, I just wanted to chime in and say it's been my experience in playing CoH and CoV that opinions like Dollmistress are not the norm. I was pleased and excited to see "the big red truck" and I know a lot of people I've talked to feel the same. Kudos on some very good work, and I'm…