So, I had a discussion this morning with a fellow student regarding edgeflow. He is working on a basic human male model and i noticed that his shoulder edge flow was different than [ame=" https://www.youtube.com/watch?v=XIYT0rQMzIA"]how I was taught[/ame]. My friends model had edge flow that traveled up the arm, across the…
Hi! Hard edges, soft edges? Best read up here: Making sense of hard edges, uvs, normal maps and vertex counts Wiki contains more info generally. Smooth shading works as well, but because of the gradients in shading the normal map has to compensate more (gradients in the normal map). If the lowpoly is smooth shaded and is…
definitely has potential, looking at the wireframe it has too many polygons for the bevels and where the shape doesn't affect the silhouette such as those edge loops right down the middle are you planning to bake this into a normal map or mid-poly model with bevels? on the flip side there is a part that could use more…
Kanga, although I agree that these are amazing hard surface models beautifuly rendered, but I can't remember that I’ve ever seen a close-up shot of a beveled adge of hard surface models done in ZBrush! (Of course We are talking about dynamesh and not Zmodeler) I mean when it comes to quality of sharpness or smoothness of…
Alright, here's the more in-depth feedback I promised you earlier today, you ready? * design and presentation are kickass, not much to say about it. There are some weird choices but it's nitpicking (Ex. the pipe going straight into the light on her nape). I really like her face, along with her proportions it gives her an…
If it doesn't support the info from vertex normal toolkit (at a guess it would) you'd just have to use pipelineIO's manual hard/soft edge tag to do so. In fact if the Vertex Normal Toolkit saves that info in the same way as pipelineIO does it could be as simple as renaming a vertex map. Otherwise just use select > sharp or…
EDIT: GAH, two people posted before me, so yeah their answers are probably better. I know how you feel, really they make no sense to me either. It seams like a way way overly complex way of dealing with something so simple: spliting the vertex normals. Anyways, how it works is that you can have up to 32 groups. If the…
hmm sorry to derail a bit. First day trying Modo In Maya, I can use split tools to add 2 vertices which will be connected by an edge that runs straight through any edge along the way. Does Modo has similar tools to this? Following DT tutorials it seems to be the Edge Slice tool, but that tool doesn't cut through other…
yes possible somehow, the tricky part might be to determine the edges that are already stitched because they were a counter pair of a already evaluated edge. Because the edge array would change with every stitch operation and so iterating by a loop would be impossible because it would change all the time. So in other words…
Its because you have those poles on the edge, Maya smooths with a subdivision and those poles make it want to interpolate that as a curved edge and effs your normals regardless of how much you harden it. Add a control loop to get the poles off the edge, that should get the artifacts fixed. Hard edges need that protective…