Other question Do you guys know how i can finde the corresponding Edge in the UV Editor? You know, when i select an edge, the other one is "slighty" selected also shown by another color. Normally i would use the function to give me the geometry edge but this function seems broken since some time and only returns…
hi daruma... i see two problems here... first is that mudbox isnt smoothing the uvs by default and the second is that you need more edges to hold the uvs in place... your car looks more like an lowpoly game char than a smoothable one... you shoudl insert more edges to define some harder edges...…
For the first question you can: - Boolean a cylinder to the box and clean up the results. Or - Create an edge from one corner to another. Then Cut in an edge from the opposite corner. This will create a vert in the center of the cube. Then chamfer the vert two times to make a 8 sided circle. Then extrude the poly to form…
Nice stuf in here man :) . With the faces, pay more attention to the planes of the face, as it feels like you are putting all the ettention on specific features. While the structiure of the face is lacking. And tighten up those edges on the smurf guy. I can tell you aibrushed his colour on :) . Go back in with a hard round…
This is my prop submission for the Bi-Monthly Environment Challenge: https://polycount.com/discussion/231681/the-bi-monthly-environment-art-challenge-november-december-81 Concept by Victor Maillet https://www.artstation.com/artwork/2qaA6Y Blockout in Zbrush and further modeling in Blender (this is first iteration of the…
@Skinner3D Thanks for liking the freys! For the freys I mainly used the standard brush or snake hook brush with a spray alpha e.g. alpha 7, for larger primary freys. You can experiment with what alphas work here. Then I went in with the dam standard brush for finer/sharper details on the edges. After I am happy with the…
some things I've been learning recently doing similar work: I think paying more attention to the edges will bump this up a notch. Any nice texturing work is ruined if we see perfect CG edges. Even on a "clean" weapon some subtle layers of color noise in the crevices and edge will go a long way to make it feel mroe real.
Looks like you're getting a whole bunch of normal errors on your edges. Bevel the edges where you can afford it, at the very least try splitting the hard edges UV's. Looks like you might have some missed ray passes as well so you might want to push the cage a little more. Cool vehicle though. :)
Do your UV seams match the edges of your smoothing groups? Artifacts like this are common around hard edges with connected UVs. If you haven't already, you should separate all your smoothing groups into separate islands so that you get nice edge padding; this should eliminate some of the baking errors and give you cleaner…
Modifiers by default affect the whole object. To limit bevel to a single edge, see the bevel modifier panel limit using: -> BevWeigh. Then go back to the mesh and press ctrl+shift+e to control bevel weight per selected edge. Or alternatively, bevel is also a mesh tool. Select your edges, press w to access the "specials"…