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…
2300511685 Overall it looks like you're already on the right track. It really just depends on what the model is for. If it's for games: the brake has a very rough surface finish and it's a very small part that's typically further away from the player's main point of view. So the current high poly is more than passable…
polska_krowa Welcome to Polycount. Consider checking out the forum information and introduction thread. It looks like you have a solid start with the block out and topology routing. How much geometry this model needs depends entirely on what it will be used for. If it's for up close product rendering or VFX work then the…
You don't need to attach all your parts together in the same watertight surface. The orange knob can just be floating on top of the surface, same with the gray base+handle. This will allow you to simplify your surface considerably. After that, you can refine your underlying surface. However, most lowpoly assets will not…
@Dvids You got the shape of the decocking lever wrong, it's not rectangular at the top but rather one continuos curve. I've attached some references that might help. It's always good to get a lot of refs from different angles to get a better idea of the overall shape. I'd build the whole lever first and do the serrations…
@sacboi Thank you so much, great video, it gave me a great idea. I was thinking of doing something like that, but i thought that i will model and sculpt the achantus leaf pattern onto a trim sheet that i was planning to make for my scene and will bake it into my mesh and use it as for my texture, because the pillars…
@naman You're welcome. Glad to hear that the topology routing strategy worked. @jhonerick Not a problem, thank you for the kudos. @Ekladiuos How much detail needs to be fully modeled Vs added with textures or displacement and cloth sim depends on the art style and what the model will be used for. Other than that, it's…
Thanks Warren. Sorry for asking a bit off topic thing here. but I will be specific from next time on Modeling. I'm looking for an advice on basic work related to Game Art Production. My Pipeline needs Blocking>Sculpt>Retopology>UV>Bake>Texture>Export to UE4. Fed up with the way 3ds Max works, pathetic upgrades, useless and…
Hi, As you can see, recently I ve been practicing modeling with the Eat3d - Dozer tutorial, which is a really great tutorial and the model is almost finished. My problem is the following: I want to texture it, but without creating a game asset, just create a scene for it and render it with vray,so I want to unwrap (of…
I have a rather general question, but hopefully some of you guys can help me out. It basically has to do with how you break down large objects for texturing in an efficient manner so that they can be used as a game environment. Let's say I have a very large cave that I want to look seamless for a game environment. How…