Started work on the high poly model, I have started off by modelling the nose of the car. For the high poly I am using the double turbo smooth method: one modifier smoothing by smoothing groups and the other just using 2 iterations.
Coming along nicely! I think your cloth is overall a bit too smooth/soft. For one thing in regards to the silhouette (compare the transition from the gloves ot the sleeve for example or the overall silhouette of the arm) but also the general shapes or the impact of seams. You also seem to have changed some of the seam…
Hi there, I have this strange issue when details from the low poly are baked into my texture as well as the high poly details. The model is smoothed and everything seems to be normal in settings, does anybody know how to solve this problem?
Hey guys thanks for the advice I did a test using the split polygon tool and the smooth tool which resolved the problem for me. I'm looking to create quite a smooth sweep and amnt worried about polycount so smooth seems to have created the best result.
the problem is you're making it to look nice smoothed, instead of nice on it's own. sometimes the two coincide, but often they don't. i can see your shapes are kind of chunky and slightly exaggerated so the smoothing will put the silhouette where you want it, but without the smoothing it looks... chunky
Simple automation tools are easily done by chat GPT. Blender is where it shines actually. What I'd love to see is a kind of deeper Blender customization. A 2d vector editor mode with editable spline brushes driven by grease pensil. The whole "draw" mode is quite inconvenient currently . I want something like "skeletal"…
Hello, I'm starting to make my models for a game environment I am creating in UDK. I would like to keep the poly-count on each model relatively low. Mesh smooth seems to give me better results with a lower poly-count. Is there any technical reason that I shouldn't use mesh-smooth and use turbo-smooth instead?
Thank you for mentioning that! I think it was indeed a smoothing group problem. It seems that ZBrush assigns smoothing groups automatically when transferring to Max using GoZ. Anyways, I put everything in the same smoothing group and here's the result - not the same cube, but similar. Looks a lot better!
So guys, i increased the smoothing angle in Modo, and it provides what the model looks like in game except I have taken the texture off. I adjusted the surface normal preference in modo (smoothing angle and smoothing) and its presented this: hopefully this will do xDD
Extended her legs shrunk her head, lengthened the arms. And pulled out a bunch of edge loops. Also completely got rid of the mesh smooth so I'm in the process of doing smoothing groups. I'll post an update when I finish with the smoothing groups.