Haha glad to see my names still on the list. Don't think I'll be joining the festivities since I no longer work at Raven. Guess they forgot that this was going on as I wasn't the only person on the list.
Aha. You're onto it. It most certainly is a smoothing group problem. I just removed all smoothing from my wheel, left it faceted, and the glitch disappeared. However then it also generated a nasty normal map with fake "seams" along where the edges are in the facets. I'll have to find a happy medium ... will post screenies…
I would use a normal map to fake the smoothness of a corner. I did a brick a while ago, it turned out ok. Just remember to give each face it's own smoothing group and for each smoothing group make it a separate UV island and you should be good.
Hi Artstream, Is that on the build from earlier this week? If so email me the files at: alecmoody@gmail.com. Based on the colors in the normal map it looks like channel inversion- have you tried hitting those mesh elements with a reset xform to see if they are in fact facing the wrong way after mirroring?
I think for me it's also the fact that you can almost draw a straight line from her chin to the base of her tail. And after reading almighty_gir's comment it might also have to do with the face being flat from the side view, giving the head a very triangular shape.
I would probably do as others suggested and combine meshsmooth with some strategic chamfering after the fact. Something to note is that you don't have to use the meshsmooth modifier. You can smooth faces at the polygon level using the "mSmooth" button under the "edit Geometry" rollout in edit poly.
I'll be interested to see where this thread goes. The uncanny valley gets all it's pop in the realm of character art, but I think it happens in environments as well when things are 'just off' from how they would be built. Maybe it doesn't create the same sense of unease when it happens in environment art, but it can still…
it appears you spent most of the time sculpting features and furrows, even though as anatomy master Scott Eaton said, the human face is like 70% skull. take a step back and see images of faces from further away or from your phone, you'll see that features really only play an auxiliary role and that A well developed,…
The two models below have identical smoothing groups, however one has faceted faces, and the other displays correctly. The one that works was exported to OBJ then reimported. Is there an easier way to fix a poly mesh when smoothing groups go awry? The downside of exporting/importing to/from OBJ is the mesh gets…