This is good! Im noticing there are some areas where parts are meeting that have much stronger divits than others, especially for the trunk door. This looks a bit odd as I would expect more consistency in the lines that delegate separate parts of the car. Also your license plate looks to be rendering as if it is curved. I…
I had the same problem if I create the color ID map with SP. Seems SP always try to blend the edges between two colors in some ways (never got clean edges, always some blending). I normally export the baked color ID map to Photoshop and then do a quick paintover (magic wand etc.) to get some clean, crisp edges. This will…
I really appreciated the feedback from your guy! I almost gave it up in the modeling stage due to the complexity of DSLR body. It was most difficult prop I ever modeled. Both of your guys mentioned that the edge is too sharp. Can you point me where the area you talk about? I filleted the edge according to the camera. For…
Guys, turn out the problem was the user not the tool! I didn't knew but the tool was created in a way that it needs you to select the edges on the loop to be able to drive the smoothing groups. Meaning in 1 quad I would have to select the 4 edges. Yeah..that's a feature ! So basically we just need to select the edges.…
Sounds like you may want to use a tiling texture, but I'm not sure what you're trying to accomplish. Try doing this, 1. Select all faces, in the UV editor Unitize the faces (this will draw all face exactly to 0-1) 2. Select all edges, deselect the edges you want to be a seam. 3. Move and sew all the edges you have…
nice,watch out for some hard edges, don't be afraid of throwing geo to get rid of those hard edges. don't forget to soften and harden edges as well. Also, art tells a story, I can see something start to form but don't be afraid to really think how people used the space, try to tell an interesting story and with the quality…
Looking good so far, just about the metal bulk (or how its called) your Iron / Steel looks like someone perforated it with a grinding machine to make those flat surfaces, but actually they are done from smithing and are the cause of a hammer, and that would leave a lot smaller dents, unless youre the hulk and have a…
Hey ! Really nice ! You've been pretty fast ;) I like what you have already done, the high poly base seems pretty clean. In my opinion, you should "break" the edges. As you can see on my concept, almost every edges are not straight. I think you should destructurate a bit your mesh ;) I can't wait to see the sculpted mesh,…
i agree that the bridge tool is iffy, i am not even sure if it can bridge one then two edges together at one time... anyways iv always found it safer to do it the way Norron mentioned, or to bridge the two outer edges (top two then bottom two) which would leave a hole, select a edge in that hole and use the fill hole tool,…
I apologize micky I wasn't suggesting to delete the edges, that was mistype on my part. I wasn't really paying attention to what I typed. I meant delete or get rid of the chamfered or beveled low poly since you only need it to generate the map. It's outlined in that link predator posted. Don't ever delete edges after…