First off i would like to say that i am a big fan of gears of war exspecailly the alien characters that successfully combine hard surface and organic modeling in a single character. I am doing my own character right now in that kind of style. Of course zbrush is perfect for the organic aspect, but terrible in my opinion…
If they are coincident and it's a closed surface, you might get lucky by simply converting to Editable Poly and delete the ones that get isolated from the main object (but you'd have to define that somehow).
I will change the landing gear to a levitation repulse type floating technology. The spaceship will reactively stop itself from getting too close to the ground. Similar to the ship from the movie Flight of the navigator. For the design of how the floating technology works, I looked into Magnetic levitation on trains. With…
Your highpoly really shows some nice details. It's a shame they don't translate so well onto you low. But the reason for this is not your low polycount on your LP mesh. The reason is that most of your edges an face-angles are not optimized to bake well. Your edges should be smoother and geometry details that will be…
Looks like you have some decent progress going here. There are some details that are missing their mark or just don't seem to make sense. Once you dial these in your work should look even closer to the reference. * In close up #2, that small lever seems pretty flat in both roughness and color. I would expect this to be…
Hi there again :) I think there are two aspects to this really. First the purely technical side - as in, what is 100% required to get perfectly mathematically accurate results. This includes making sure that everything uses Mikkt, that all the triangle edges are set, and so on. It's great that this thread is going over…
Personally I feel like the diffuse overall has way too much warmth. It's almost like you finished texturing and overlaid some brown on top (no offense). The orange metal and grey metal parts could do with more hue contrast. Trying making the grey areas have a slightly cooler tinge to them, just a tiny hint of blue. You are…
"The reason I want a single mesh object is due to aesthetics rather than functionality actually. I want the model to look as similar as possible to the reference, and for that, I'll have to dynamesh/bool all together, smooth the hard edges and do some sculpting afterwards." Aaaaand that's the thing you should have…
I have this very simple mesh with a floating geo I don't know why the normal map bake is warped, it's just a flat surface. I can't really make it more flat lol I can turn off the average normals, but imo I shouldn't have to when the normal is just 1 front facing polygon face. And turning off average normals ruins the rest…
Oblong eyes aren't a problem (in rendered projects) there are quite a few ways to handle them, it happens all the time in film and tv shows. The tricky part is making it realtime ready. Once you throw that technical constraint into the mix, most of those methods go right out the window and what you're left with isn't very…