really coming out well! as far as the edge hardness question, definitely err on the side of softer. it looks weird while working on the HP, but as a baked asset it's really going to make a big difference in making sure all the parts read from a distance as well as they can. earthquake/racer445 talk a lot about handling…
Not sure if you missed the post right above your own, But i beleive thats what your talking about? :) and normals, if they are relevant. Uploaded with ImageShack.us Also, My way requires a lot less work than making everything i make, Then an aditional Retopologization and edge control pass. Though, Given consistent…
high poly modeling exclusively in zbrush is still pretty cutting edge stuff and i look forward to any comments you can give about how working this way went for you on this project. how did the work flow by comparison to working in traditional high poly workflow in max or maya? do you have much experience in those channels,…
i think the more important thing isn't so much "softer" edges but "wider" edges. if you look at the 3 point models for brink you'll see that while the edges are very thick and beefy you'll also see that the shapes still read as being tough, mechanical objects. it's a really common misconception that softer edges must =…