Hey guys! First post on polycount! I Wanted to share this piece, I hope you like it! Introduction I love games like Dead Island or Requisition VR. For this portfolio piece I wanted to get inspired by the crafty, impossible yet believable weapon designs of these games. What better than C4 attached to something like a…
Hey guys, I try to create polygonal hair for my character(without alpha-planes). But i am very new to modeling i dont really know how to start it, are there any good tutorials? A good example of the hair ,how i would like to create it, is KIngdom Hearts. Example: BTW: Is it really that important that the vertices of the…
I would unrotate this strip here (and any other strips) to be perfectly horizontal or vertical, aligned to the pixel grid. It doesn't matter if you make it horizontal or vertical as long as it's following either of these 2D axes. If you leave it rotated like that you'll have to use padding to avoid seams at the diagonal…
Poopipe alluded to this but it should probably be stated more specifically… retouching a normal map that’s baked into a non-tiling UV is really bad workflow. The bake process creates normal map colors depending on the vertices of the model and which direction the vertex normals are pointing. As soon as you start painting…
I feel like you've done all the steps correctly, but you may have an extra vertice/assyemtrical low-res when you're projecting, thus causing that bad result with the welds. Gotta keep in mind that whatever is being projected/welded, needs to have the exact same amount of edges/vertices (can't weld a cylinder with 18 edges…
* Model one diamond shaped loop with a knot at the top and one of the sides so it will tile horizontally and vertically. * Copy it in a straight strip horizontally and then copy the strip vertically. * Use bend modifiers to make a cylinder. * Stretch the top row of loops, because basketball nets do that. Add subdivisions…
Actually, that's an interesting area and your vert count can be lower than that. That number (n+2) represents your ideal index count but not your vertex count. Indices are the order in which your vertices are drawn. There are usually more indices than vertices, but index count isn't quite as important as vert count,…
Bumping this thread for another bad habit I've finally done away with. I'm ashamed to admit I use to move every single vertex in a scene BY HAND. This was actually giving me problems like visible holes because vertices were slightly off from one another. But now I discovered there's actually a snap tool that locks vertices…
Just tiles = awesome Tiles + moss = still a bit not quite there. It looks a bit too liquid at the moment, like slime is coming out from between the tiles :s Also, I know it's early days still but if you break up the vertical silhouette of the roof as well as the horizontal bottom, it'll look even better. Bottom of roof…
It cost vertices to cut a hole in the middle of that cross piece, where the vertical portion intersects with it. You could just run the same face all the way through there and have no hole, right? same with the end. You are using verts to match the profile of the frame it meets, when you could just run the faces into each…