The triangulation is not totally random, in 3ds Max it is posible to edit the hidden edges. Usually when I model I like to have a clean mesh which mainly shows the edges that define the shape of the mesh, and then edit the hidden edges to get a proper topology. Ok, now I see what you meant about the high-poly mesh. I'll…
That doesn't make sense. If I have hard edges, but no UV splits then I'll get nasty black seams. http://www.polycount.com/forum/showthread.php?t=107196 You need splits where your hard edges are, but you don't need hard edges where your splits are- that's a basic rule.…
That sounds more like the definition of "non-planar faces" which is also a cleanup option. Nonmanifold refers to impossible geometry such as when an edge becomes extruded from or welded to a non-border edge, causing an edge to share more than 2 polygon faces. In these instances, such offending polygons should be either…
To me, because your high poly model has a smooth edge, and on your low poly it's very sharp, the values are conflicting. I get this all the time, best option is to probably chamfer the edge because you can't do much with the smoothing groups here i don't think Are you talking about the edge of the object or the line at the…
F2 is the default hotkey. If you don't have it set, you can set it in the customize menu. It's called: Shade Selected Faces Toggle I don't think there is a way to increase the edge rendering size. In Preferences > Viewports you can increase the vertex dot size, but not the edges. The Unwrap UVW window has bold edges, maybe…
Also, importantly, as I mentioned above you should concentrate on only straightening border edges, otherwise your UVs will be distorted. In Max> run Straighten Selection> run Relax by edge angles with 'keep boundary points fixed' checked In Headus> hit R(rectilinear unwrap)> hit F(relax with edge borders unaffected) Both…
Hey, looking good so far. The only thing I would take into consideration are edges. More chamfers - better normal map. For example: Notice how rounded this edge is, and compare to yours (I made this mistake with my m4 also, a lot of sharp edges). Also don't worry, m4 receiver is pretty tricky to model so keep trying.…
There's a couple of redundant edges. The easiest to remove is the one in the middle of the handle. Also, your edge distribution is a little off. You have more edges in your finger guard than in the base of the gun. Texture wise, it all seems too clean. Grunge up the diffuse and spec/gloss some more. Make it look like it's…
Looking at your uv's it looks like there are some hard edges going on? Hard edges will break up the projection rays of the mesh. If you do not have hard edges on your low poly mesh; The ray casting of that area is probably not in the general direction of the rest of that emblem. Try rotating the triangle in that problem…
I agree with RMeeks said, for some spacifics the Mad Hatter hat and stand there are some edges you can get rid of and have that smooth edge for the lip that holds the hat. Also the vines you can get rid of some edge loops that are the circumference and still have it be a smooth vines. Just go through and try and optimize…