If you're spending polys on the end cap of the barrel, why not make it a tube instead of a cylinder? The smoothing of the end of the magazine tube is just wrong. It's beveled, not round, and there's no reason to have more than a single cap segment. In general, it's best to selectively apply smoothing. Flat objects (e.g.…
Thanks so much AtticusMars. I've managed to get the model down to 7.5k, which still strikes me as a little high but is at least a marked improvement. I've tried my hand at using different smoothing groups before, but I've never liked the result because if you want to bake a rounded edge onto two different smoothing groups,…
[ QUOTE ] On the lower model where you have smooth - poly - sub-d you just have to add more subd iterations, see if it will look like smooth after that. [/ QUOTE ] Hm, I think this is where I'm getting confused with terminologies. This is my convert to sub-d options menu : And this is the result :…
I would suggest looking into FrankPolygon's sketchbook and How you model them shapes threads. I am not sure which specific area you are talking about, however if its the left section then you need to have some more sides on the main cylindrical shapes to support the smooth transition. Essentially making those extra edges…
Hi guys. I've imported a collada (.DAE) file into 3DS max. It comprises of a scene with a few individual objects. Some of them are smoothed and some have hard normals. The trouble is that merging these meshes together cause the smoothed objects to harden or become faceted. I tried freezing transforms, turning to poly…
Just writing a couple of things Well it seems like a decent start, but I do not know which school you are going to. Some want super experienced people others (the most) teach you from start. But to say upfront, 1 year in 3D modeling is not gonna cut it. You can pull it off if you work really hard in your free time. Being…
you can try learning by rough and smooth surfaces (glossy). This is base for classify a lot of materials, but of course, there are few exceptions like rubber materials, that can be smoothness but not necessarily have to emit or reflect the light like some glossy materials, cuz rubber materials absorve too much the light.…
@yukonwanderer yes i am familiar with arrimus's channel and have watched a couple of his videos, good place to learn. About question 1 : Yes if it smooths correctly thats what your normal map bake will look like!. Its good to have triangles and ngons on flat surfaces as this is where the curvature is not happening. i…
Hi Leon! On posting, you should show all aspects of the gun if you want proper crits. Where's the magazine? What does the back of the slide and frame look like? Chamber? Isometric views are a bad idea. Use perspective. You say this is the highpoly, but I don't see any subdivision going on. Without that I can't give you…
The reason to lock normals in Maya is so that you don't have to triangulate before baking, provided you're baking in Maya. If you don't lock normals, and then you triangulate when you export to your game engine, the mesh normals will change and cause smoothing errors. This is only something you would do at the very end…