Another question. The marked areas looks hard edged to me because the specular is breaking so hard. How is that? After using handplane, the hard edges still hard edges?
Hi! Not at computer right now, but a common mistake is UVs not being split at hard edges. Hard edges are useful at steep angles to control the lowpolys shading - a smooth curvature wouldn't qualify for hard edges (but can still have a UVs split). Your post is missing images of the lowpolys shading and UV layout, so hard to…
You are so good at making hair! Thank you for sharing so many resources on this, it can be really hard to find details on how people make good hair, at least from my experience
Hello!I'm trying to diversify my portofolio with some more vehicles and I wanted to model a tank for a long time,so I've decided on the Challenger 2.For now I'm just blocking out in 3ds and trying to find good references,since it's kind of hard to find.Even the blueprints aren't perfectly matcjing,but that's it,I'll have…
@"Eric Chadwick" I did check it out! =) Some examples are too low poly for me, others are hard to integrate with the current state of my topology and it's also difficult to choose and commit to one! Although, looking at my topology now, I'll have to re-adjust the loops around the mouth! This area is going to be tricky, but…
wife is right, it's a big wow, besides just the pleasant look of it, it looks like a product image of a toy like you can reach out and touch it. I think that's a very appealing look for that genre oh you asked for critique. hard to come up with anything, but maybe the floorboards going perpendicular to the cabinet panels…
so i have a low poly mesh that has both soft and hard edges (skin and armor plating). once i import my mesh into mudbox, is there a way to keep the hard edges on selected areas hard while the rest remains smoothed? i know you can turn off smoothing when you divide, but then i have hard edges where i dont need them.