Capstone Devlog #4


Week of February 8 2026

I worked on the refined blockouts of the weapons and tried to get them mostly ready for the high poly. In this stage, I don't worry too much about topology and instead I try to get my shapes down before I fix the topology and add refining edge loops for the high poly. 

I also worked a little bit on making some of the pieces high poly for the phantom to test the bevel sizes, and how tight I should make the refined edge loops. I experimented with that on the front sight of the gun. For the other pieces, since I'm planning to bring them over into Z brush, in order to have it subdivide properly in Zbrush, a quick and easy way to add refining edge loops to a mesh is to have all of the proper edges be set to hard, then click on your mesh and select all the edges, then in the top menu go to Select -> Use Constraints... -> Current and Next -> Hard. This quickly selects all the hard edges, then once they're selected, I bevel them out with chamfer off. 

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