@sacboi : well, the double lines on the red model are simply fillets. IMHO this issue isn't so much the CAD execution, looking quite good here ; but rather the fact that the *design* itself features a so-called impossible transition from an angular piece (top view) to something close to a perfectly smooth surface (blade in…
The tangent space in Blender is the same one that xNormal uses and actually has some pretty significant advantages over the tangent spaces in Maya and Max, which you can read about here. So there is noting wrong with Blenders baking in that regard ;) All in all, Blenders baking is pretty good in terms of workflow, it's…
Anyway; what I generally do is. * Keep the Quad LowPoly for final render. Sure, does look a bit cleaner than triangulated mesh for renders * Triangulate the LowPoly I want to bake. Save as Tris for baking. Triangulating is not always required but is definitly a good thing to do. On organic meshe the triangulation isn't…
Almost everything I make starts with splines. You'll have to go back a few years (like 15) to find decent tutorials - The main thing for me is to stick to corner and smooth points wherever possible - if you need a more specific curve, add points. Bezier handles are difficult to manipulate explicitly (can't be…
One thing related to Max that has been on my mind is the creation of smoothing groups. With a model that has smoothing groups defined in Max, is anything special exported in the obj? I ask because in using Silo, the only way to create "smoothing groups" for me is to simply break the edges, duplicating verts. I thought…
I definitely looked at that while referencing these. I thought I would go with a wooden grip on the other hand so I could sculpt some grain. Thanks for the kind words. and those damn micro bevels, I was trying so hard to avoid this. In max I had all of my subtools setup and smoothed with double turbo-smooths each set at 1…
i would try to add chamfers to it so that it become smooth without smoothing groups like you pick a simple cube , you unwrap it , then you copy it ( not instance ) and add edes to make it when you apply 1 smoothing group only , smooth. tangent space is shitty in that way, so the shading of the lowpoly will influence the…
I agree, the armor makes the proportions very hard to desipher. First off, I think the legs look to straight up and down. Like the quads or upper part of the leg should be bigger, and by the calves it should taper down. I also think the shoulder pads are too big, and you might want to scale the head UP as well. It would…
Ok well I messed with it some more and I think I've figured it out. I selected all the faces on the low poly model and removed the smoothing group. So basically no face belongs to a smoothing group and the it looks some what like if you had facets and highlights turned on instead of smooth and hightlights in your viewport.…
Hello, thanks for the comments. Again, sorry It has taken a while to get back to you. Shepeiro, thanks for the feedback. I had used the smooth modifier with auto-smooth set to 60, so a single smoothing group shouldn't have been the issue. Perhaps then chamfering is the answer - I'll give it a go, although I'd come to…