Hey @ebi, How's it going? I put this image together, just to help aid my thinking in approach to this model. For the piece that encompasses the sphere, I would look at it as a sideways sphere: (btw, these were quickly modeled, and are definitely not the same as the image, but they get the point across) and for the laser…
I was refering to the OP's question about: Am I on the right track and just need to do a few tweaks? And was also somekind wondering why my simplest re-modelling (the same topology) doesn't have such a clearly visible buldge.. so it could be enhanced in a not too cumbersome manner.. The model also doesn't have such a shiny…
Yea, it's a huge no no for baked maps. While normal maps are a texture, they are not the same as regular textures (Diffuse/Albedo, Specular, Gloss/Microsurface/Roughness etc.) in that they store mathematical values which are essentially encoded during the bake via the tangent basis. Each pixel found in a normal map has an…
Actually downloaded bitmaps file and checked it with meshsmooth up to 4 iterations and the join was noticeably imperfect from a reasonable distance. If this object is a very small proportion of the scene/mesh/texture space then I understand and agree completely that it's unimportant yet the concern was raised on the other…
Sub-d is just a method to get an end result. You can model by hand the same mesh that sub-d will create, the baker doesn't care how you modeled it, just what it looks like in the end. Its really hard to say anything other than that without seeing how you created the mesh in the first place. Here is a very simple example:…
Problem with panels like this is that the cut is in the center of the quads, otherwise you could just place the corners closer to the support loops. You can try to move the egdes at the corner a bit closer and see if you can live with the bit of shading error. More geo works, though might be overkill in the end, depends…
Hi Cipher So first off is I think you could easily do that with separate geo to make your life a lot easier. If you really wanted to model it all as one piece then you just need more geometry on your starting cylinder so you can get the proper support loops in it. However why do you need to model it in that detail? How…
I would say for the lens material that this is not the right place to ask for material help as this is a modelling assistance thread. You can try asking for material help here . http://polycount.com/discussion/117309/faq-how-u-make-dem-mats-hands-on-mini-tuts-for-making-materials-and-texturing#latest Also I completely…
"Dynamesh" aka bringing your high poly into ZBrush then processing it with a feature called "dynamesh" which basically re-topologizes your high poly and redistributes your geo as even quads over all surfaces making it easy to carve in details like scratches and dents. You would from that point recreate a low poly in the…
When doing highpoly work you can use as many separate parts as you'd like. Most people would separate parts in their highpoly similar to how the object is built in real life as that often makes it easier to make the model look convincing. You don't have to break pieces off as you can just sculpt things to look like they…