minilogoguy18 Posted July 28, 2015 Posted July 28, 2015 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.
dark_apprentice Posted July 29, 2015 Posted July 29, 2015 The Force is strong in @@DT85 and we all have that power too (kidding just the masters here)
Tempust85 Posted August 3, 2015 Author Posted August 3, 2015 Rend2 version coming along. Starting with the high poly: dark_apprentice, Onysfx, Langerd and 3 others like this
Tempust85 Posted August 10, 2015 Author Posted August 10, 2015 Found a much better way of doing things to have next to no pinching. That means needing to go back and redo the helmet & arm armor at some point. Circa, Lancelot, Srethem and 4 others like this
Lancelot Posted August 10, 2015 Posted August 10, 2015 Found a much better way of doing things to have next to no pinching. That means needing to go back and redo the helmet & arm armor at some point. Langerd and Barricade24 like this
Tempust85 Posted August 11, 2015 Author Posted August 11, 2015 Here's the redone helmet with a shot of the back: Lancelot, Daedra, Circa and 1 other like this
AshuraDX Posted August 11, 2015 Posted August 11, 2015 some pinching at the back plate, if you show me the topology I could probably offer suggestions how to fix that
Tempust85 Posted August 12, 2015 Author Posted August 12, 2015 I'd prolly have to go over it either in Zbrush or the relax brush in Max as this is a heavily subdivided mesh. Can you point out where you see the pinching? EDIT: Stoiss, Omega, DarthStiv and 1 other like this
Jolly Posted August 13, 2015 Posted August 13, 2015 Stupid question, why exactly are you remaking this model?
Psyk0Sith Posted August 13, 2015 Posted August 13, 2015 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!
Circa Posted August 13, 2015 Posted August 13, 2015 Stupid question, why exactly are you remaking this model? Rend2 version coming along. Starting with the high poly: AKA: rend2 version Tempust85 likes this
Tempust85 Posted August 13, 2015 Author Posted August 13, 2015 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.
AshuraDX Posted August 13, 2015 Posted August 13, 2015 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
Tempust85 Posted August 13, 2015 Author Posted August 13, 2015 Yes but do they need fatter bevels or are they too fat now?
AshuraDX Posted August 13, 2015 Posted August 13, 2015 as I understood him they are not fleshy enough
Daedra Posted August 13, 2015 Posted August 13, 2015 Yes but do they need fatter bevels or are they too fat now? @@DT85 Now you can add it to your model
DrXann Posted August 13, 2015 Posted August 13, 2015 Yes you can and there different colored ones too.
Tempust85 Posted August 13, 2015 Author Posted August 13, 2015 It's already added. Check the team skins.
Psyk0Sith Posted August 14, 2015 Posted August 14, 2015 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.
AshuraDX Posted August 14, 2015 Posted August 14, 2015 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
Tempust85 Posted August 15, 2015 Author Posted August 15, 2015 How's this: Circle detail is a floater. Used Quad Chamfer on the armor base, few clicks and edges preserved. Psyk0Sith and Daedra like this
Daedra Posted August 15, 2015 Posted August 15, 2015 How's this: Circle detail is a floater. Used Quad Chamfer on the armor base, few clicks and edges preserved. Looks amazing much better!
Psyk0Sith Posted August 15, 2015 Posted August 15, 2015 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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