@christrom Not a problem, glad to help. I do ocassionaly post longer write-ups in my sketchbook thread here on polycount but no e-book, yet. Thank you for the kind words. It's nice to see a follow up post with a second iteration of the model. The geometry distribution is much more consistent and the loop flow is a lot…
@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…
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…
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…
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…
Hello everyone, I'm working on an AKM muzzle brake and I'm trying to improve my topology. I've been studying my current model for a while, but I feel my edge flow is terrible. To get the shape I currently have, my outer circle uses 52 segments, while the inner cylinder uses 36. If I could use the same segment count for…
@Lemenus That approach of projecting the adjacent shapes could work, though most non-destructive or modifier based approaches tend to work best when each operation is naturally constrained by either the basic forms themselves or well defined breaks between adjacent surfaces. Since this stock is a collection of compound…
@Lemenus Try working with subdivision preview enabled: it provides direct feedback showing how the smoothing changes when adding and extruding edges or moving and connecting vertices. That should make it a lot easier to see how subdivision smoothing behaves and how dense the mesh needs to be to hold the shapes. Keep things…
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…