Hey all, So i'm just practising some Hardsurface modeling and I was wondering what would be the best way to connect the vertexes on this to get rid of those shader problems.
Polygonal modeling is straight modeling with surface shading based on hard/soft edges or smoothing groups (wysiwyg) and sub-division modeling is modeling with the intent of using a smoothing algorithm that results in hard/soft forms based on either creasing or control/in line edgeloops on the cage mesh. In game asset modeling they would often be the low and high poly repectively.
I dont think you have allocated smoothing groups to the model. At the far left side I see the polys that should be on one plane/in one group. Only where you want a hard line set the polys in a different groip. If you are going to bake a normal map set everything in one group and bake.
I dont think you have allocated smoothing groups to the model. At the far left side I see the polys that should be on one plane/in one group. Only where you want a hard line set the polys in a different groip. If you are going to bake a normal map set everything in one group and bake.
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