Hi guys. I've imported a collada (.DAE) file into 3DS max. It comprises of a scene with a few individual objects. Some of them are smoothed and some have hard normals. The trouble is that merging these meshes together cause the smoothed objects to harden or become faceted. I tried freezing transforms, turning to poly…
Just writing a couple of things Well it seems like a decent start, but I do not know which school you are going to. Some want super experienced people others (the most) teach you from start. But to say upfront, 1 year in 3D modeling is not gonna cut it. You can pull it off if you work really hard in your free time. Being…
you can try learning by rough and smooth surfaces (glossy). This is base for classify a lot of materials, but of course, there are few exceptions like rubber materials, that can be smoothness but not necessarily have to emit or reflect the light like some glossy materials, cuz rubber materials absorve too much the light.…
@yukonwanderer yes i am familiar with arrimus's channel and have watched a couple of his videos, good place to learn. About question 1 : Yes if it smooths correctly thats what your normal map bake will look like!. Its good to have triangles and ngons on flat surfaces as this is where the curvature is not happening. i…
Hi Leon! On posting, you should show all aspects of the gun if you want proper crits. Where's the magazine? What does the back of the slide and frame look like? Chamber? Isometric views are a bad idea. Use perspective. You say this is the highpoly, but I don't see any subdivision going on. Without that I can't give you…
The reason to lock normals in Maya is so that you don't have to triangulate before baking, provided you're baking in Maya. If you don't lock normals, and then you triangulate when you export to your game engine, the mesh normals will change and cause smoothing errors. This is only something you would do at the very end…
Adam: The model is front heavy. I tried to thicken the tail and lengthen it to help balance it out and you can't see that so much in the picture, but having said that I intended the character to use his arms, or an arm, as support when he stops. If he is not holding a weapon he would be in a stance similar to a gorilla.…
Agreed with Joao, the jaggy edges and noise are killing the look of this. You can see on the normal map there are quite a few areas with details a pixel width or less. I think it'd be beneficial to go back and clean up the highpoly and re-bake at least the normal map. If you've got a high poly with smoothing groups, you…
Its the front cockpit of a Spad A2,(http://i.imgur.com/RylOamb.jpg) and yes its a lot more polygon heavy than I want but its my first model and a huge learning experience. I'll check some tutorials out about normal smoothing, is it something to do with smoothing groups? I can never get my smoothing groups to work out the…