it gets better than that. just select an edge or loop of edges and ctrl+backspace to remove both the verts and edges....one of my favorite tricks when creating hand-made LODs. also useful is setting your own shortcuts for selecting edge loops and rings. using preserve UVs and what not it can be very quick to just eyeball…
The seams you get when setting different SG's in the lowpoly are caused by overlapping or missing areas in the normalmap, you can look it up in poop's latest tutorial, there is a thread about it in pimping and previews ).This seams will always occur unless the offending edge of the lowpoly lies exactly on the surface of…
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Hey guys I have a quick question regarding the way to achieve smooth edges on high poly models in max. I am modeling a gun stock, and it has several smooth square holes in it. I was wondering if i should chamfer the edges of these square holes or insert edge loops around them to ensure they smooth the way i want them to? I…
Fun model you've got here. While I'm not a character modeler or animator, there are a few things I'm seeing that I believe I can help you with. Start by looking at muscular character models and studying their wireframes. I looked a lot at Hulk models since I thought they'd be most similar to yours in terms of anatomy and…
Okay to merge different objects together you use the attach button first then it makes two separate objects one. To use bridge you can do it in three ways The object must be an editable poly or have an edit poly modifier on it. bridge on edges. The edges must be open, as in they must surround a hole in the object. Select…
It shouldn't matter if the high is inside the low or vise-versa. What matters is that the ray distance, or cage, depending on which you are using, is larger than the lowpoly. The low(cage or otherwise) casts IN, not out. In max cage is the default behaivor, and the cage settings by default suck. You need to go into the…
So the circular part where you've made the indent; if you're going to sub divide, or smooth, later down the road, use 8 divisions on circular parts (you've used 10 here). It makes it easier to work with the low topology, and divides nicely. I'd also suggest throwing in an edge loop between the gem indent, and the creased…
Building on what Neox has suggested: in Blender you can run a limited dissolve and use the delimit option to preserve edge loops. Here's a quick example where I've sharpened the edge loops I want to keep and run a limited dissolve with a sharp delimiter. Triangulate the mesh along shortest diagonals and convert tris to…
Not necessarily. The 90 degree thing refers not specifically to the shape the angle makes, but to the poor shading that would come from leaving that large angle a soft edge. The worse your lowpoly smoothing is, the more the normal map has to do to 'fix' it—even when uncompressed the normal maps can struggle to give perfect…