I definitely looked at that while referencing these. I thought I would go with a wooden grip on the other hand so I could sculpt some grain. Thanks for the kind words. and those damn micro bevels, I was trying so hard to avoid this. In max I had all of my subtools setup and smoothed with double turbo-smooths each set at 1…
i would try to add chamfers to it so that it become smooth without smoothing groups like you pick a simple cube , you unwrap it , then you copy it ( not instance ) and add edes to make it when you apply 1 smoothing group only , smooth. tangent space is shitty in that way, so the shading of the lowpoly will influence the…
I agree, the armor makes the proportions very hard to desipher. First off, I think the legs look to straight up and down. Like the quads or upper part of the leg should be bigger, and by the calves it should taper down. I also think the shoulder pads are too big, and you might want to scale the head UP as well. It would…
Ok well I messed with it some more and I think I've figured it out. I selected all the faces on the low poly model and removed the smoothing group. So basically no face belongs to a smoothing group and the it looks some what like if you had facets and highlights turned on instead of smooth and hightlights in your viewport.…
Hello, thanks for the comments. Again, sorry It has taken a while to get back to you. Shepeiro, thanks for the feedback. I had used the smooth modifier with auto-smooth set to 60, so a single smoothing group shouldn't have been the issue. Perhaps then chamfering is the answer - I'll give it a go, although I'd come to…
Heya - About this new handle : IMHO it's really just a matter of looking at the reference in a more investigative manner. "How would this be built in the real world ?" Obviously this would be achieved by carving details over a smooth wooden handle. Meaning that the surfaces that are not carved in will have continuity since…
Your final triangle count for the low poly car body element, tells me that this object may be targeted toward VR output or perhaps a smart mobile form factor? Anyway assuming if indeed the case, then high-flow baking strategy as much detail down is what I'd recommend. However notable artifacts here are actually related to…
So, I decided to start smoothing some of the assets, that I think wont need scuplting. Used a simple subdivision modifier and then smooth modifiers with shade smooth. I plan to bake this into the low polies. What do you think of this approach?
Hello - no problem, always happy to help :) A few more things : - - - - - "Something else I clearly never knew up to this point is that...a model can be lowpoly like Sdiv lvl 1 and for the render only to go highpoly like Sdiv 4-5, is that right? Sorry for being so noob, but I never really needed to use this for my cubic…
I've been using it almost exclusively since 2017 hit. There's very little settings to worry about. The quality setting is "Signal to Noise Ratio", so if you set it to 20.0 db, you are basically asking to get "20 part clear, 1 part noise". Choose Fast Path Tracing instead of Advanced. Advanced may have some benefits, but…