I don't always type well, so I'll try again. Baking software looks at each vertex of the low poly, using each vertex normal like a camera angle. With many models, you can easily see the seams while rotating your perspective camera around. But if you position the camera to look down the normal, or "straight down" at the…
I have this simple pattern that i want to duplicate across to form a wall or floor or whatever. Can i just combine them instead of merging verts, because it doesnt seem to welcome that unless i go to each 2 verts. Also i see that it would be too many polys, should i texture such things as mentioned above by zacD? To me im…
@Herbert You're on the right path and the mesh just needs some minor adjustments. When evaluating any potential smoothing artifacts it's worth considering the following factors: * How large is the object? * How closely will the player view the object? * How severe is the smoothing artifact? If the smoothing artifact is…
@ConvexSurface Overall it looks like you have the right idea but sometimes connecting directly to a curve's existing polygon grid can cause a lot of smoothing issues. In these cases it's often better to place the intersecting geometry between the existing segments of the curved surface and use the existing curve geometry…
@perna Thank you for quick reply, yes rectangles are part of modular kit (measured) to extend the cabin interior if need be. Here is another quick attempt this one avoids that horrible pinching at extreme angles however you can notice slight banding effect going on but its barely noticeable (I could have terminate the…
Cross-posting from a thread I made on the p&r forum: Alright, I'm having a problem with one of the spots. Here's the original shape: WHen I turn turbosmooth on, it looks like this: Pretty obvious results, right?. Now, I want that slope to have less of a curve. I basically selected the edges and added some extra edges to…
@julienayheva At first glance, it doesn't look like a real life object since there's a lot of weird shading, shapes, and proportions that aren't found in most modern printers. If you're recreating a 3D model, you'll have to rely on the render/screenshot shading, however strange it may seem due to incomplete smoothing…
Hey there everybody! I just found this amazing site filled of great artist! Maybe someone could help me with a tedious task I wanted to achieve! I am trying to model a sphere with a subtracted star but I want to make it with the proper way! Using quads and right stuff as you all know! I am making this for personal…
@naman The support loops aren't wide enough to allow for a smooth transition where the triangular quads were used to reduce the perpendicular loops. Whether or not the smoothing artifact is acceptable really depends on how accurate the model needs to be. Which is usually based on the intended use for the model and how…
Uhm, actually model created in 2 parts, shell and a regular sphere inside. Because they have got float distance between (doesn't touch each other), it's not a negative extrude/bevel seam. Yeah, but modeling steps is similar. * Start with a sphere 32x. +Editpoly modifier * Select some loops, chamfer edges (in max chamfer a…