there are loads of places you can remove edges, Ive drawn in red the main places and also circled the areas which look like they are way too small for the number of polys you have dedicated to them- also Im just wondering if its supposed to be a shank or a regular knife? Because the way you've modelled it flat it has no…
Thanks guys. Frell : spacemonkey helped me out with his method. I made them in maya using nurbs (basically make two circles then loft them and convert to polys). Set it all up and bring it into maya to do a bit of fraying. His is much more effective though I suggest you take a peak at his thread. Got a bit further. Still…
Hi All, Thank you for the replies. I uploaded my AO bake instead it's clearer. The circled areas( and rectangle) are what confuses me. Why am I getting those edgy dark line artifacts. They show up in all my maps . Am I aligning my geo improperly? They seem like projection errors rather than an anti aliasing problem Thank…
I think it's pretty good. The pants seem very thick, especially for fabric that follows the muscles the way they do. Also the vertebrae look very unbelievable, more like hard-edged sphere implants than anything organic. I think this is because they are flat on top and very well defined circles, and also because they are so…
Checking features as I browse the update docs. Trim cuve w/ brush radius enabled (clip brush modifier tab) does a cool boolean based on the size of your brush. Like a slice curve but will also delete the sliced path. Or if you want the opposite result, keystroke with the alt. Works great with the open curves, but the…
Well i readed this: He starts with a "circle" of 48 edges and he increases the vertex count via tessellation. What i read is the impact of perfomance of the shader with one method of triangulation for a mesh with circular shapes. This is also dependant of the algorithm as far as i know. A cylinder with 16 sides or 32 won't…
I agree with Sectaurs 100%. Another thing to mention is that many of the wrinkles look unnatural, especially at the back of his neck, under his arms, at the back of his knee, across his chest and around his eyes. They do not flow with the forms properly. The way his arms curve down in almost a circle looks bad. And why are…
Thanks for the explanation. I think I kinda get it. Floaters are just geo thats not intersecting, but just on top of the other geo? Could u explain how you did this? Cause your wf isn't connected to the holes and its going inside, so super curious on how you achieved this. Used ur wireframe pic and circled some of these…
I have to agree with Joopson, just post your work and keep it as that... there's no need to present yourself like you're being interviewed, when people look at your work they already perceive you as the working artist, there isn't really any point to circling around the word "Artist" anymore than that. You are your…
@odow I like the colours better now. I was wondering is there any way of making the tree look less flat. If you look at particular the top circled, that looks flat to me. That branch looks like a flat sprite. For example, if we look at real trees Every branch feels round on this tree. I think everytime you make a branch…