Subdivision modeling: all quads and manual loops Vs n-gons, triangles, booleans and modifiers. Three of the [arguably] most popular subdivision modeling mantras [used out of context] go something like this: "[Someone] told me to..." * "Add more geometry and the problems will go away." * "Always use quads, avoid triangles…
Texturing breakdown This write-up is a brief overview of the processes used to create PBR textures for a hard surface model with subtle weathering effects. The documentation for most of the popular texture authoring tools does a good job of covering the technical side of things. So the majority of the focus here will be…