Can you expand on that? I've sort of been subscribing to the theory that if it shades correctly, I'm not caring all that much about poles and n-gons on flat surfaces. Is that wholly wrong?
Whoops didn't see this. Yea awesome tutorial for getting around landscape painting texture limits (16 textures per material in Unreal, or two 4x4 D/N atlases).
Slow n steady. started using crab reference for the joints. I wanted to go with eurypterid type joints but there wasn't enough reference and it ended up looking cliche/generic
Thanks for the wires, Malcolm. I always enjoy seeing other artists embracing the n-gon. It makes some of these hard-surface type objects so much easier to work with.
So N-gons are Ok? This sounds very useful but I'm not sure how I'd use this information, is there anything you can link my to to better explain how this works?
If this is for a game I'd fix up those n-gons. This is something I learned when I was modelling the environmental stuff (the purple alien world). Anyway, looks great otherwise.
Hollywood is great for Tom Cruise, not so great for Rhythm 'N Hues. We have to stop comparing ourselves to that shit show, or at least compare our industry to the VFX industry.