Anyway; what I generally do is. * Keep the Quad LowPoly for final render. Sure, does look a bit cleaner than triangulated mesh for renders * Triangulate the LowPoly I want to bake. Save as Tris for baking. Triangulating is not always required but is definitly a good thing to do. On organic meshe the triangulation isn't…
This is kind of a heavy topic, and I'm not entirely sure what you're asking. If you're looking to get more of a painterly look, it's just a matter creating that detail with the brushes you're comfortable with. The tutorial she wrote out is fairly detailed, and she goes in depth just enough for you to start some google…
@klamante: Looks schweet! Great work. I like how the hand painting blends the overlapping faces / separation of the focus gear mount to the body of the binoculars. @Pep_mepla: Good start so far. I noticed a few missing parts, though you mentioned it's still in progress so anyways. Just a thing to keep in mind is things…
Hey folks, Getting straight to the point M2M is looking for talented and dedicated artists to help us revisit the survival horror genre. Although in this case we are adding an element of rpg into the pool. This is a royalty based project. Dear Charlotte has been in pre-production for over a month now and we have been busy…
Hello everyone!! This week I’ve been finishing the high-poly model. I then moved on to retopologising the organic parts, whilst leaving the hard-surface parts at mid-poly. I also created the UVs, settling on 6 UVs in the end. And I’ve carried out the first bake tests. I hope you like it!
Not sure what type of cloth are you talking about, but JurassicPerk also had a cool trick on creating the cloth-wrapped around the handle. Quoted from his post on the hard surface challenge;
Hey everyone. Well, I'm coming from an organic modeling background, and I'm working on my hard-surface skills now... I know all the basics, I understand topology and how to handle everything... how to harden a surface by using edges well, etc... But I lack some knowledge in how to "solve" some more advanced creasing…
All of the bricks are baked down from a High Poly mesh I sculpted, I hand placed everything, then baked it down. Though I am changing how I am handling the creation of the structures. I'll show more when I have some more progress.
I think sculpting is no option. I dont know a "intelligent" decimation Programm with a change of the edge orientation. The hard edges will look like a sawtooth without retopology from hand. Computer generated decimation is in my opinion one of the most underdeveloped technologies.