wait wait, confused. >_< What do you mean by 'when you harden an egde'. How do you harden an edge? Since UV mapping is done after the modelling process, you split the UV's that have hard edges. Am I missing something here?
The only thing that pops in my eye is that the 'tentacles?' could use a couple of extra edges. I noticed it right away. Other then that i really love this thing :D
try this (convex only though so concave would need to split into convex then recombined after being wrapped individually)... -- creates a ray point along the edge fn getEdgeRay msh edg =
( ze = edg - 1; a = (mod ze 3) + 1; b = mod a 3; fverts = getface msh (ze/3 + 1); v0 = getvert msh fverts[a]; v1 = getvert msh fverts[b +…
It's definitely looking good. I modelled an 1860 Colt Army a couple of years ago that was very similar. Here's my thoughts on the questions that you asked: 1. I agree, it is too low poly in places (handle/grip) and too high poly in other places, in my opinion (e.g the screws are far too high-poly for such a minor detail,…
I have started designing the skin for the gun, made an additional texture pass and tested some renders of how the final images can look like: Ronin artwork made by a friend of mine, I just projected it on to the side of the gun. I am basing the colors and rest of the design on this artwork. In the image above of the gun…
Ok now I think I understand what you are talking about. First off let's be *very* precise. What you are specifically talking about is the look of the top and bottom edges of the embossed details. In other words, this whole thread is about this and only this (which if I am understanding you correctly comes from a 2D to…
First thing that comes to mind is that you have way too many loops in one direction and too few in other. Most obvious example is the horns. Yes, they are very rounded, but that doesn't show in the silhouette, and what does show is that they are very angular as they bend. Try to use your edges wisely, and only use a bit…
Don't do option 2. EQ already covered that one. Would splitting the UVs among the hard edges add significantly more verts than the extra control loops you've added? This part of the wiki might be relevant. Also, is your normal map inverted in those pics? The edges seem... extra edgy.
I had two element's in this object, one is hidden. The one that is hidden I had booleaned before. the element shown below was not touched by the boolean. yet when i apply turbosmooth it seems to think that there are open edges or something somewhere. I have selected all the faces on the object and edges ect and moved them…