my advice would be 1 - smooth, push, move, smooth push, move, smooth... push... move... 2 - bring the mesh to max/maya and move those verts of the base mesh, fix in zbrush after importing it.
So it turns out that all the traingles from CAD geometry don't have smoothing groups assigned, even though the normals separated along the hard edges and unified on smooth edges. Soooo.... I had already unwrapped the mesh, so just before resetting all the normals I ran a script I found here by RenderHJS that assigned SGs…
Hi there. Thank you for your feedback. I did consider mirroring the to sides of the blade but there was a baking error. I actually want the edge where the side transitions into the back of the blade to be seen as a soft edge instead of a sharp edge as seen below This meant that I had to make the set of polygons as circled…
Hey! So, it seems I did some things wrong when it comes to assets in UDK. Things like having the wrong direction of the Y normal map channel. Or not using explicit normal smoothing on the static meshes. And a few others. So now that I got those correct, the scene felt a little more .. as it should be.. Though I am still…
Are you going to make a game model of this ship too? Or is it just the highpoly, for practice? If there's enough poly density in the low poly, the overall curvature of the shapes should remain. I cut the main panels and add the support edges, like I mentioned in the other thread. If there's not enough density then in an…
Thanks dudes @ nyx702 : Thanks :D , I know exactly what you mean, I "smoothed" out some sections but I hope I left enough roughness. I say "smoothed" because I don't actually use the smooth brush much or at all any more. I use the high polish brush most of the time and I think that gives some really nice secondary detail…
Vertex lighting is independent from vertex colors, you can have both on the same mesh. Vertex lighting sort of uses the same approach as vertex colors but to cast fake shadows on your object in the viewport quickly. Calculating shadows is what ties up a lot of the processor time when you click render or when you build a…
Zergxes, that's a good idea, I'll try playing around with the smoothing groups. For the armpit area I need a series of edges within a smoothing group to make a distinct line though... now that I think about it, it might be better to break apart the verticies along the line. I believe this would work independent of the…
Tip: You can smooth those out by holding shift + click to start smoothing and release shift while continuing smoothing :D ( when you release shift it uses another algorithm that works better in those cases )
You can do it in both ways..using the blend, layers or with the alternate smoothing method..though use very subtle smooth and do not rush it. And add some extra details after some smoothing is done. Hope that helps!