smooth groups: i used nurms smoothing and smoothing groups. i wanted to get to the texture part! mmodeling those edges will get better results but takes more time. in all seriousness, what if i were to use smoothing groups, and duplicated the normal map, blurred it and erased areas revealing the sharper areas would be a…
holy WOW has it been a while since my last post on polycount? ________________ anyways. i started working on a mini side project, trying something new for a change [environment art]. i'll keep this project going, posting only when i stamp a certain asset "done" so that i can get some crit from the outside. the point of…
Thanks guys. The normal map was kind of an after thought. When I originaly did the model I had little to no knowledge of normal maps so i had just skinned them. I really worked backwards on this one hehehe. I took the low poly mesh (which fortunately I had some clean edgeloops on) and sub-d'd it. Then went between the…
Hey, looking pretty good there, rawrsie. I especially like the designs you have painted on the blade. If I had to make some suggestions, I'd say the handle could use a little more edging on its harder bits. (such as around the handguard, and possibly around the pommel) You already have some pretty good edging on the blade…
Hey everyone. I'm new to Polycount. Well, not really. I just registered. I have been lurking the forums unregistered for one or two years now, every once in a while. Some really talented people in here. I never really registered on here until now because I didn't think I was good enough. I still don't, but hey, everyone…
[ QUOTE ] I'm with Ruz actually, I totaly ignore all those "Sculpting Fun", "5Minutes Mudbox", "Zbrush Doodle" etc posts since they mostly show something looking totaly crap, especially busts which don't really look like a human being. But posting this sort of stuff might be due to author thinking that "So awesome, must…