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EPVII Stormtrooper


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Posted

I wouldn't say that in Outcast it would be more cannon to have this considering that Outcast takes place not long after RotJ where as Ep7 is a good while later.

Posted

Try adding a push modifier for chunkier borders and you'll have a solid high poly source. Those carved details on the armor's back for example, are screaming for over the top bevels!

Posted

Stupid question, why exactly are you remaking this model? 

 

Rend2 version coming along. Starting with the high poly:

 

 

 

1628qz7.png

 

 

 

 

AKA: rend2 version

Tempust85 likes this
Posted

Try adding a push modifier for chunkier borders and you'll have a solid high poly source. Those carved details on the armor's back for example, are screaming for over the top bevels!

 

Could you elaborate on the push modifier? I'm not following you. Over the top bevels? Explain.

 

The details were carved when the low poly base was subdivided twice.

Posted

Could you elaborate on the push modifier? I'm not following you. Over the top bevels? Explain.

 

The details were carved when the low poly base was subdivided twice.

 

no clue what he wants to do with a push modifier here but about these bevels, make them "fatter than yo momma"

check out @@Psyk0Sith's earlier post that should make it clear

Bek likes this
Posted

Bevels: the fatter the better, of course sometimes it's down to personal choice but you can't argue with normal maps, that's just how it works.

 

Push modifier example: I'm not sure what your topology looks like but add a push modifier on the shoulder plates, increase slightly until your get nice rounded edges instead of sharp thin ones, same principle as chunky bevels but the beauty of that method is you can adjust in real time without the need to play with edge tightness.

Posted

Bevels: the fatter the better, of course sometimes it's down to personal choice but you can't argue with normal maps, that's just how it works.

 

Push modifier example: I'm not sure what your topology looks like but add a push modifier on the shoulder plates, increase slightly until your get nice rounded edges instead of sharp thin ones, same principle as chunky bevels but the beauty of that method is you can adjust in real time without the need to play with edge tightness.

did you ever hear of the quad chamfer modifier by Marius silaghi ? it's a very nice tool

Posted

How's this:

 

 

 

wwhduu.png

 

 

 

Circle detail is a floater. Used Quad Chamfer on the armor base, few clicks and edges preserved.

 

Looks amazing much better!

Posted

The border looks much better (and will also bake much better)! I usually zoom out and look at border thickness to get an idea of how good it will look in a game scenario.

 

Try changing the pitch of the bevel too, just select the flat portion loop and scale it down so it goes from big outside to small inside...if that makes sense, and yes i have used the quad chamfer plugin, a great tool, but i prefer a different approach. Whatever works!.

Tempust85 likes this

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