Display the vertex normals and you'll see why. They're pointing non-planar to the larger polygons. This is because the vertex normal directions are averaged between neighboring polygons. Face-weighted normals can help fix this, but not always. There's also the issue of non-parallel quads. The big top and bottom quads are…
Hey, So i've been doing 3d stuff for a while now but i dont work in the industry. I've tried a lot of stuff and absorbed a great deal of information either through trial and error, tutorials, GDC talks, etc. So take what i am about to say however you see fit. There is a big difference between knowing how to use the tools…
Hey guys, so I finished with the hair and wanted to do a
little breakdown of the process. --------------------------------------------------------------------------------------------------------------------------------------------------------------------- 1. So to begin with the idea here is to grow the hair from…
Heres a detailed list of 801 changes. Modeling Snapping: Completely overhauled snapping offers simplified workflow and consolidated feature set. UDIM Workflow: New UDIM support for more easily working with multiple UV tiles. Shatter Command: New tool for dicing up and destroying any model into many small individual pieces.…
Coyo.Te:Looks better man; you should bake some ao to put it on top . . Good luck JackyBoy: you could remove the metal rims(just bake them on the barrel body) and add poligons into the rest of the cup /top part of the barrel . Found some time today to finish my beastmaster zbr :) .
Hello , sorry if I introduce myself into this thread , but I have seen one a tutorial from Gnomon I think where a guy modelled a high detail mesh and after used a plugin that allowed to draw directly on the mesh the vertex and poligons it was a plugin for maya , does something like this exhist also for max?