So as I am quite new to 3D moddeling I have some questions:
The first one is: Is there any way to smooth corners in Blender without destroying the topology?
When I created this mesh (1.st spoiler) I tried to stay low poly. This final mesh has about 400 Quads /800 Polis.
I painstakenly created this mesh with quads only.
Looking at the render, you can still see a lot of sharp edges, especially on the edges below the chin on the level of the temple.
In the final render, you can see here, the mesh is already shaded smooth.
Of course I could just subdivide the whole mesh, but then it wouldn't be really that low poly anymore. ( and it I am pretty sure it would **** up some other parts of the mesh)
So in detail what I'd like to know is:1. What happens if I add some bad geometry around these edges to add detail? As the helmet itself shouldn't get deformed by animations in the final game it shoouldn't be to bad. (right?)
2. If I were to seperate the helmet in different parts (which I didn't do except for the nail heads) (see spoiler two) but keep everything in palce as in the original render, what happens when I put this mesh into the game? Is it going to look just like the render? Afterall it's not getting deformed by animations.
So my idea would be, to add additional loopcuts to the faceguard / green mesh in spoiler two. If I'd try to add loopcuts to the original mesh, I get too many new quads as it also effects the ring, the upper part of the helmet and the reinforcement strips.
Thank you very much, I'm looking forward to your replies.
Additionaly: Yeah I know the texture definitely needs some work. I'll have to look into that.
The first one is: Is there any way to smooth corners in Blender without destroying the topology?
When I created this mesh (1.st spoiler) I tried to stay low poly. This final mesh has about 400 Quads /800 Polis.
I painstakenly created this mesh with quads only.
Looking at the render, you can still see a lot of sharp edges, especially on the edges below the chin on the level of the temple.
In the final render, you can see here, the mesh is already shaded smooth.
Of course I could just subdivide the whole mesh, but then it wouldn't be really that low poly anymore. ( and it I am pretty sure it would **** up some other parts of the mesh)
So in detail what I'd like to know is:1. What happens if I add some bad geometry around these edges to add detail? As the helmet itself shouldn't get deformed by animations in the final game it shoouldn't be to bad. (right?)
2. If I were to seperate the helmet in different parts (which I didn't do except for the nail heads) (see spoiler two) but keep everything in palce as in the original render, what happens when I put this mesh into the game? Is it going to look just like the render? Afterall it's not getting deformed by animations.
So my idea would be, to add additional loopcuts to the faceguard / green mesh in spoiler two. If I'd try to add loopcuts to the original mesh, I get too many new quads as it also effects the ring, the upper part of the helmet and the reinforcement strips.
Thank you very much, I'm looking forward to your replies.
Additionaly: Yeah I know the texture definitely needs some work. I'll have to look into that.