Like the silhouette. You might want to get fancy at the end and do a low poly version mirrored vertically to read as a reflection. Super easy trick and works really well for things like this.
Yes, but that's not the same. Because as you see at the first gif, in earlier version it works even with "Select faces with: center" Highlight nearest component not working on polygons (works fine on vertices and edges though).
Your marking menu gives me an idea, beefaroni. Later today I'm going to update the script to use orientation of faces / vertices if selected rather than doing nothing, because why not
I don't know if this is good practice but when I'm messing up placing my vertices I sometimes use the smooth tool in sculpting to prevent my smooth model to have dents in it?
Yeah, in the example it's the default UV layout when you make a cube, so four squares vertically and the last two faces sewn to the sides. Nothing is overlapping at all, thanks for the suggestion though.
I'd try to break up the gridlike topology a bit more in a couple of places. E.g there is no reason why there should run two parallel, vertical "loops" through the lintel. I like the style!
Nice dude, i have a beef with that chandelier though. If it were only hanging on by those two ropes it really ought to be hanging vertically, right now it's kinda floating impossibly in mid air.
Nothing to do with the normal map issue, but you could also do some optimization on the high poly mesh, all those vertical line that are doing nothing for the silhouette could go :P
Thanks for pointing it :D But don't worry, it's even worse, the vertices are not merged haha :D I just do a fast merge before my renders, I'm sure I've missed more.
I think he means vert as in vertical. he's talking about this effect dry ice type effect It's going to either look spooky or like an 80's music video :poly121: