One has to distinguish: Signed distance fields or functions does define some volume. Ray Marching is one possible algorithm to compute SDF's. Another possibility are voxels.. even if "rastered". One may say that the (original) metaballs are a very simple version of SDF.. only some radius around some ball centers…
Hey everyone! My name is Szymon and I’m a 3D Vehicle Artist from Poland. I’ve been focused mainly on automotive modeling, surfacing and rendering in Blender for the last few years. I also had the opportunity to work on vehicles for the game Japanese Drift Master. This is my first post on Polycount, so I wanted to share my…
I need to smooth out this circle of faces. I think the problem is that the circle is made of triangles and the inner circle is slightly raised from the center, causing it to create this weird shading I know that I should probably redo this mesh and avoid triangles for this cylinder but that would mean having to redo the…
Why do you need seperate smoothing groups? I think most UV to smoothing groups scripts will use the same method as both of those scripts or newer scripts swill select uv edge boundaries and make them hard edges. Neither will help you. Another issue is that there are only 32 smoothing groups. I think you'll run out quickly.…
@christrom It looks like you're headed in the right direction. Like Eric already mentioned, what you have would be fine for baking in most high to low game art workflows. As far as a light technical critique of the model and topology: if the goal is to create accurate, detailed high poly assets with a relatively even…
Thanks gents, so both adding an edit poly modifier and STL check fix the weird shading issue but they both completely get rid of my smoothing groups. Which is quite a big issue as I have a baked normals that need to be applied to the in-game asset. And the model is quite complicated so going back and editing them again by…
Hi, so I try modeling the pieces for tabletop sim. The board game is called quadular and there is not a bord existed in the workshop. So why not try make it my own. Well I use 3ds max to model the pieces low poly. I even applied smoothing groups. But after exporting to .obj, all the polygons are smooth instead of hard.…
Hello, Sorry for the generic title, I too have looked through far to many normal map problem posts and its been something simple like not splitting the uvws by the smoothing groups. However I seem to have done something odd. I made an object with was a rectangular box bashed up. the lowpoly for it was just a rectangular…
I am a newbie in 3d and I am trying to figure out how to properly make hard surface high-poly meshes. I am struggling to bake a flat surface onto a smooth-normals low poly mesh even with the most basic setup (a quad). This is my low poly: This is my high poly: Both models have smooth shading on all polygons. High poly…
Hello, I would like to ask You for some advice. How can I create some nice smooths/abrasion on my models ? Here is some example from google: https://upload.wikimedia.org/wikipedia/commons/f/f8/AK-47.png We can see smooths/abrasion on metal in various places (not only on edges but in places that are touched a lot too) they…