Quick question: You have some margins in the UVs so that the normal map doesn't interfere with the neighbour faces ? The grey part seems to have no visible 90 degree edges (assuming 135) so its more visible on 90 degree on the blue.
I figured a way round about way of doing it. Rotated the face 45 degrees. Then had an edge loop a bit back, which I flattened(snapped) the vertices, forward, straight along the edges(non distorted edges), towards the rotated ones.
Most likely a question that's been resolved on more occasions in this thread than I've had hot dinners. So at a glance there's not enough faces to preserve the shape via a cylindrical object. (checkout bottom of page 149, more useful advice from @EarthQuake)
Align the relevant support corners to the green line to make the curve. From what I see I think you still have them in straight zags from the side view. And more geo for the long faces to support the curve. (I think)
Because generally, whenever I try to do boolean ops with objects that have faces that coincide, sometimes the operation will create bad, super thin faces that force me to just delete the whole area and bridge/cap. So I guess I've grown used to avoid that, and prefer to just bool stuff that doesn't snap exactly at the same…
After you have insetted, extruded and scale your model to you liking you may rotate it 45 degree in the viewport and switching to orthogrphic view and then have a look into the bisect tool.. after pinning all UVs a simple edge selection and mkae face (with thr F2 addon) will also add correspondending UVs.. now this…
Having a bit of trouble on this asset I made a box, and deleted polygons where I needed to, but that leaves me with one sides faces and the asset has no thickness for the interior of it. And it just looks weird. I then tried starting with the box again, but this time outlining the top, and then extruding down, that created…
Hello, I'm new to this forum and have been practicing low poly 3D modelling for a few months. I started to study hard surface modelling just a few weeks ago and I have been encountering an issue with a curved face with a sharp edge in on the top,bottom or between its face..My problem here is I keep getting seam lines or…
I don't think it's supposed to be just hard surface models in this thread. It's just that most of the difficult modeling issues are how to make that kind of mesh. here's a page from the wiki you might find useful: https://polycount.com/discussion/80005/face-topology-breakdown-guide/p1
If you are doing a Subd and lp for it later to bake on, consider floaters. Either that or subd your mesh (the oval) and have enough geo to just select the faces of a T and intrude. Here's some dirty fast "you know what I mean" designs.…