It’s hard to tell how the leg will deform with out seeing the direction of the hidden edges. In one there is a clear pivot between the upper leg and the second half. What looks to be missing is the accommodation for the pinch. Think of how a fan opens up. Two points in space tied to a single pivot. As it starts to open it…
This thread jumped past me and I didn't get to follow up on this loose term I used, "edge paint pass", luckily Richard Kain got the general idea. To expand on his interpretation, yes I mean to correct UV seam issues, but also, I meant to suggest you should better define your forms by focusing on the edges. Anything that…
it wouldve been neat to see some of the edges a bit less undamaged. one thing you couldve done (or use this for the future) is make a morph target before you start sculpting and tearing the edges apart, then go back later with the morph brush on a low intensity and run over some of the edges. that way youll have a…
trust me man, i value the fundementals more than anyone. But one of those fundementals that i think should be respected as highly as the rest is the ability to use edge control. The dude who painted that image you say has bad strokes, and proportions actually works for massive black and is one of their best artists.…
Whats the back look like? If you're going for something other than a 100% self-illuminated texture, I'd do something with the smoothing on the model. It will help the light to pop the hard edges. He's got this nice edge flow in the eyes that just stops after the nose. Any reason for this? If the mouth is going to animate,…
yes we used that in the xmas game bundled with luxinia. just for the terrain. and we also partially use it for another project's terrain. the xmas game also comes with a very rudimentary map editor, that makes sure only matching tiles can be put together. matching edges is pretty crucial for it. I didnt do the modelling…
Hello @scottycharly Thanks for your comments and feedback, I just have started to work on a new version of the same model, it is basically the same but with the modifications that have been mentioned to me. For the metal part I am going to reduce its roughness value a little at the edge of the edge so that the reflection…
i could be wrong, but i think shrike's comment about the tri count is for the entire gun. most of the time (unless it's just a decorative level art asset) guns are front-and-center, first person pieces. a lot of game dev teams treat them as 'character' assets because of the level of detail. a lot of the edges that right…
They all have their places and practices. It really depends on the object and how it will be used and UV mapped as to how you will need to edit (if at all) the end caps of a cylinder. You also have the other issue of your time being spent flipping and defining edges on cylinders and how those edges will effect edge flow…
@Mark, my initial approach was with Sweep mod as it have multiple advantages as you stated above. So far this workflow worked for me. @poopipe That's what I'm wondering, I do not want to bring UE to it's knees only due excessive draw call count so I'll be definitively looking into ways how to attach as much meshes as I can…