Not sure what the terminology/usage is in blender, but make sure it's subdividing along hard/creased edges so you don't lose your shape (again, we aren't making it soft here, just want to use sub-d to add more geo to do the heavy lifting). Here's an example in Max, using the low poly and sub-d with hard edges (the low poly…
The curves in the base mesh subdivide cleanly because both sides of the grooves have the same number of segments. Adding the support loops to the two adjacent splits in the shape below the groove changes the segment spacing on the lower half of the curve. Which does sharpen the corners but also causes them to overlap with…
Those rocks look great. Not so sure about the roof texture any more though, the worn bits feel like they might be repeating a bit much. Maybe just have a bit of edging instead of chunks missing? It also looks like it's not tiling properly... One last nit-picky thing: the crack/seam on the urn closest to the camera in the…
I am also curious on how to do this as well. As far as I know the only way is with an IMM brush by holding Control it will snap to your draw size. But I find it's not perfect. I had a vertical sized document where the max draw size was limited. Check this video if you want to try this method.…
Thanks for the messages. Edge split, now there's a tool I've not used in years! What's it specifically used for if I can use the Y key (split vertices) during modeling? I don't remember hot it works. Also as for the details being non symmetric, I was planning on adding non symmetric dirt (which is probably why I forgot…
@Gajun: I can neither upload the true form nor the summon. Dota requests custom animations as default. Contacted Valve but nothing happens. If anyone has connections to valve guys, would be cool to tell them about it. I can't imagine the way lycan is intragrated in the workshop is on purpose. @vertical: Planned :)…
actually I was talking about hardening UV islands edges and you have already vertices doubled there. So I get those for free. Baking with one smoothing group in a synced space was a matter of principle - I wanted a worst possible case loaded in an engine and looking alright with this specific workflow. I'm glad I've…
Finally getting it into 3D, its not been easy to project the texture into the mesh though. I'm using photoshop to do so but photoshop lacks some advanced settings like hitting all faces instead of just stopping on the first hit. Also I'm having to manually correct all the 'vertical' faces so its taking some time... Anyway,…
Oh, I'm actually not using a cage right now at all. That's most likely the source of my problems. Think it's the first time I've ever really needed one . I looked it up and most people recommend grabbing the original mesh and moving the vertices along their normals to create the cage. Unfortunately the results weren't…
Yoda its looking nice, but its too much dense for game environment. That is if its your highpoly and you plan HI LO bake thing then its cool. Lower part is tricky to model and too much time consuming unless you do it in Zbrush. However manually i would circles as guide infront of the pillar and use cookie cutter feature in…