That cone should be a perfect circle. Why not just extrude a cylinder into a cone instead of using quad draw? You can totally avoid the triangle that's at the base doing that, bruh. The base is missing the rubber feet protruding out. Can you post your high poly WITHOUT the wireframe so we can see what it exactly looks like…
Hey everyone, I been working on a small project to help me get a better understanding on making game ready assets. I been learning how to use the quad draw tool in Maya and I was wondering if I can get any critiques on my topology on the low poly. Also here's a reference if needed
I tried to fix the bake again on the cone. I scaled the low poly up a bit to see if that would help. I am not sure if I should keep doing or try something else. If anyone can give me some suggestions it would appreciated.
I finally played around in substance painter today for the traffic cone. I am planning on going back to fix the texturing on it and a few changes to the model. I still wanted to get some opinions on what I did so far though.
You may benefit from additional polys in the rounded edges at the base and also through the cone to get the lo-poly to more closely match the hi-poly (you want them as close as possible). Also, it will help to straighten all of the UV shells in the UV space along the horizontal or vertical axis. Weird stepping artifacts…
Thanks for clarifying, Isiaih! So, looks like you got the right idea at least, with making a high poly model and a low poly of the high poly. High poly looks fine. There's an opportunity to model in the highlighter strips and the rubber base if you feel challenged. Would just involve minor extrusion operations. What are…