It wont end up looking blobby and soft if i use the correct edge control on the high poly though will it? And then i can just chamfer the edges to match on the low poly. Or should i chamfer them on the high poly as well and use edge control on the chamfers? Thanks for all your help so far guys, big
place edge loops were you want grates to be, ring select all the edge that go to the center and do a small bevel on them. loop selection all the edge loops you added in and do the same with a small bevel. than start selecting faces in the right pattern, and extrude them down a bit and delete the faces.
Use cut in edge mode. (I get way too much weirdness with cut in vert mode) Use the cut tool with 3D snap to mid point turned on. Select two edges and click connect. If you're using graphite modeling tools there is a swift loop function that places edges by clicking, you'll probably like it.
well there is probably easier ways to do it.. But if u wanna subdivide those i suggest you remove all those unnecessary edges. Just keep a few to hold the general form, then apply the smooth modifier and add edges/tweak edges so they get the right shape. Keep a copy of the original text in the background as ref maybe?
You could build up one side as a plane, then copy and rotate around til you have all 4 sides. Then weld the verts as one object, and extrude edges inwards for your "feet" their. OR Build a box, put 2 edge loops evenly spaced then delete the middle face. Extrude edges for "feet" then mold the rest.
Hard edges are horrible if you're baking a normalmap from one mesh (high-poly) to another (low-poly). If you're not baking, like you're just using Crazy Bump, or no bumps at all, then hard edges are better since it's faster. I try to avoid them though because they only make an infinitely-hard edge.
I dont really know if edge flow would be called a dead giveaway. A lot of models I've seen have near identical edge flow with mine. Its just natural. Hell, I used to copy the edge flow of something I'd see posted online from someone else, but I'd hardly call that plagiarism.
I'm looking for suggestions on method to automatically generate details that follow around the edges of panels/facets in Substance Painter. https://i.imgur.com/kS6NiXd.png As seen in the above picture just some lines that run along the edges of faces and I can fine tune things from there. I messed around with curvature…
I'm a bit stuck with this modeling prob. Trying to remove a 1/4 sphere out of the corner of a block then sub d'ing. Before doing anything there's a 10 edged pole at the base. Removing every second edge still leaves me with a 6 edged pole. Capping it like I would a cylinder doesn't seem to work well. How should I tackle…
Hello dear community First I grabdoc the heightmap and then exported it and put it into marmoset but it does not show properly and the edges are lower than the whole surface. Here is in ZBrush, As you see the edges are fine and equal with the whole surface: And here is the final result in marmoset toolbag, as you see the…