If you are cutting in edges on a model with a tiling texture that has previous uv's, the placement of the edges can affect how the texture reacts. However as earthquake mentioned, remapping the uv's will fix any stretching. To give you a real world example, if you slice off the top of a pillar and add damage modeling and…
looking good! well, you basically want to restate the parts i marked in green with support edges. How you do that is something you'll have to figure out yourself though, since there are no ready loops that you can just cut into so you have to reroute. It wasn't very hard to do though, I just used a edge slide to push the…
I thought so, yeah you need to add some support edges to your bevel before you smooth. Otherwise the bevel will stretch along the length of the nearest edge. It's easy to think that the bevel has enough geometry to keep it's shape but it's not always sufficient. Here's a quick example: Left is without the support edges,…
i can see normal map seams on edges , i think uv's are not separated or if you have baked maps in substance painter try to give one smoothing group wherever you get this seams . idk why substance painter does this but sometimes even if your uv's are separated it will give a seam at those edges so to get a nice smooth edge…
Since you have inset the N-Gon and you have a supporting loop running around it(kinda like a containment edge :P) it really doesn't matter if you wanna bake it down(Like MightyPea said, loosen up the edges a bit). However if you really want to show the wireframe of the Hp in your portfolio than you can always inset it…
I would add more geometry so that it better matches the high poly better. Also watch your bevel widths, your edges on the top of the subwoofer are not that sharp in your reference. Bevel them out and round them out. Your edges around the speaker lip need to be more beveled as well. Just go back and really try and nail the…
Triangles may produce artifacts in animation mostly, and some smoothing/lighting problems, since a triangulated mesh may not have straight lines. Also, you cannot automatically multi-select edge loops or rings if u work with a triangulated mesh, giving you extra time to select every individual edge of it. As people above…
Thank you. As you can see from the chest of my model, its spaced out nicely. But how can one get abs/six-pack without having the edges close like I have. Your example model doesnt have a six-pack or the detail which requires tightly packed edge loops. I am just trying to understand how you can get detail without having…
Can you elaborate a bit more what you're trying to achieve? Maya has bevel but it's going to round out the edges by adding geometry, not by adjusting normals as far as I Know. To adjust normals, we normally select the edges we want and do Normal > Soften/Harden Edge, or sometimes the just use it on the entire mesh. Be…
You can use creases inside your modeling software on the edges you want to retain hard. Then in zBrush, subdivide it with smooth turned on. Those creased edges will not smooth, but the rest will. Once You've subdivided it enough times, you go to Geometry>Crease>"UnCreaseAll". This will delete the creases and you can smooth…