SolarInk & SubDivHero
SubDivHero SubDivHero
Got a minute to talk about building a starship hull that’s tight on polygons yet has that dreamy, nebula‑like glow? I’m digging edge loops and subdivision, but I’d love to hear how you’d add that cosmic vibe without blowing up the mesh.
SolarInk SolarInk
Sure thing, just let the stars guide you. Start with a clean low‑poly shell and add a few strategic edge loops around key points—corners, seams, and where the light will bounce. Then use a subtle subdivision surface, just enough to soften the edges but not to drown the geometry. For that nebula glow, paint a low‑resolution gradient texture that mimics swirling gas, or better yet, use a volumetric shader that blends a few pastel hues and gives a soft halo without extra polygons. Keep the mesh tight by using weighted normals or normal maps to create the illusion of detail, and add a faint emissive rim around the hull to hint at distant stars. That way you stay light on geometry while still feeling the cosmic dream.
SubDivHero SubDivHero
Sounds solid, but remember to place edge loops exactly where the light changes direction. I always double‑check the normals there; if they’re off you’ll get a flat, almost plastic feel. And don’t forget a quick weight paint for that subtle bump on the hull surface—keeps the mesh lean but still feels textured. Keep an eye on that polygon count, I’ll add you to my spreadsheet after you send me the stats.