ForgedReclaimer
Well-Known Member
Pretty good, you did some nice work on it. Its pretty well done, especially for a helm with very little reference. High poly is always more fun than low .
Here's some helpful tips on how to clean up the mesh a bit for unfolding.
When you are exporting your mesh, the mesh in your veiwport is in mostly quads. This is a good thing to keep for easy unfolding. If your program has this option, as you export your file to OBJ and if a window for export options pops up look for something that says Triangulate, if its ticked it will triangulate all the quads in the mesh, so if you can uncheck it your all set. You may not have this option though, i know my version of max does but i dont know for other programs.
The next is trying to keep quads flat, if you see a quad that has two shades of colour in it, than its bent, and all you need to do is move a vertex to straiten it or cut in an edge the opposite way the shades split. this is time consuming and not always necessary, sometimes you need triangles, other times you may not.
Good luck.
Here's some helpful tips on how to clean up the mesh a bit for unfolding.
When you are exporting your mesh, the mesh in your veiwport is in mostly quads. This is a good thing to keep for easy unfolding. If your program has this option, as you export your file to OBJ and if a window for export options pops up look for something that says Triangulate, if its ticked it will triangulate all the quads in the mesh, so if you can uncheck it your all set. You may not have this option though, i know my version of max does but i dont know for other programs.
The next is trying to keep quads flat, if you see a quad that has two shades of colour in it, than its bent, and all you need to do is move a vertex to straiten it or cut in an edge the opposite way the shades split. this is time consuming and not always necessary, sometimes you need triangles, other times you may not.
Good luck.