It's not so different from what you described your "usual workflow".. model it step by step.. you might have look at this to study the topology: https://sketchfab.com/3d-models/free-193839-vairogs-v2-new-version-e3a9b187643c4bbb84c485b1dd2a53a3 ..IDK if this is already to "highpoly" for what you want/need. So for a more…
Hello!!! Ran into a new issue — artifacts appearing on overlapping parts during baking. The overlaps that are inside the main UV tile bake fine, but the ones moved outside are causing problems. What could be the issue? Please help.
Well.. it's "the usuall": follow the reference.. here in 3.6.. :wink: using a slighly high subdiv here to "follow the form" a bit "better"; lower the subdiv to you needs
Welcome to Polycount! The best thing for you would probably be for you to make a new Topic in 3D Art Showcase & Critiques and put your reference images, plus post your current 3d model effort. People could give you targeted feedback there, and you could post new screenshots of the improved model for more feedback, rinse…
Hello, not sure how this forum works so pardon me if I wrote this incorrectly. I´m a Fallout 3/NV 3D "artist" (at least thats what they call me). I do this for 6 years now, mostly buildings and interiors but sometimes I do cars (simpler cars). Thats where my question comes in. I am having a problem with the kind of cars…
Right, I had another go. I stopped near the end as I was experiencing a weird bug with the multi cut tool (Maya) where it would only select the opposite side of the mesh. The old mesh is in white and the new in green. The top extrusion isn't there, and I simplified the hinges as I ran out of gusto. I made the main form as…
I really can't thank you enough Frank, this isn't the first time you have patiently taken me through the process. I completely understand where I am making life difficult for myself, especially where you subdivide the main form first to allow for the lower, more detailed areas to sit correctly, and be supported by the…
@christrom It looks like you're headed in the right direction. Like Eric already mentioned, what you have would be fine for baking in most high to low game art workflows. As far as a light technical critique of the model and topology: if the goal is to create accurate, detailed high poly assets with a relatively even…
Well, for offline then nitpicking on amount of edge loops really doesn't matter, it's all about the end render(s). You will be rendering the same thing multiple times, daily after daily, client after client, etc. So some level of optimization helps a bit. But if it pushes you over budget, it's a waste of effort. So…
As far as I know, it depends on the size of the model. If it’s a large mid-poly object, it’s often textured using tiling textures and masks instead of unique texture maps in order to achieve higher texel density. Another reason is VR projects, where it’s generally better to rely on actual geometry. I’ve also noticed that…