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!
nobody told him to check hos smoothing groups yet? than i'll do that: Did you actually put on smoothing groups? Looks as if you baked different smoothing groups into your normal map
Q1: I am a bit confused about these two things. It is the same? I mean, the subdivision surface is done through tessellation (probably tessellation shader)? For instance in Maya, how that smooth mesh preview works? It is done with that tessellation shader? Q2: I started first with modeling in Maya and after few weeks i get…
Does anyone use it really? Any improving in photo to normal map generation? From what I saw in youtube videos it looks like it generates small 1x1m pieces , repeating like hell and not much of a help. Am I wrong . Same reason I hardly use megascan textures. What about crispness of normal and height map? Looks a bit blurry…
i'm sure this has been answered before...but what is the way to go for your high detail base that you are going to pull normals off of... turbo smooth/mesh smooth/smoothing groups? is anyone more common or better than the other or is it more of a per object/preference type thing?