Looks like you have those meshes all on a single smoothing group. Select the edges that you would consider a "corner" and harden the edges (Normals > Harden Edge, or Mesh Display > Harden Edge depending on your version of Maya). The shading should go away. You get black like that because your model is so low poly that the…
This is just the way bridge works unfortunately, it's not creating bad geometry for Maya (2 unique verts can have more than one edge between them), it's just creating a face from one edge to the other, but not welding the side edges (if you select those edges with a drag select, it'll tell you you've selected 2). All you…
What do you mean by preventing hard edges? If you use a normal map hard edges arent any problem, just make sure that the hard edges are cut on the UV. In regards to your question about if 3ds max uses triangulated mesh for rendering: yes. All meshes are tris all the time but some of the edges are marked as "hidden" to…
yea man, use hard and soft edges to help define forms, i think its F11 for soft and F12 for hard in wings. to get a quick understanding make a cube and select all edges and press f 11, then go into shaded view, it should look all weirdly shaded like the top of the tank, select all the edges again and hit f12 and boom all…
The scratches on the clip should be redone. Scratches on that piece would be around the edges and/or straight up/down at the point where the clip gets inserted into the gun. The text at the top "5-45..." also has some noticeable compression artifacts.
Hi everybody, I'm new to the polycount forum and currently on the third module of my Master program where I get to choose skills to improve. So in order to prepare for this module I would like to ask you fine people what you think I should improve on my 3D models. The final project in this program is supposed to be a…
[insert quick hack that'll generate errors]; Else, look further down. But you can't just cut those edges into a curve, as the added loops to the curve will fuck with the roundness of the curve, creating flat areas where you'd expect or want curved-ness. The most accurate method is to first un-boolean what you have.Then add…
I'd also like to thank people for checking it out :) Always glad to see people dropping by and leaving a comment or two. I've been giving the "sharp edges" criticism some thought and while I could see it would become a problem if this was to get baked down, I don't think it will have a large impact on a scene rendered in…
This is a tricky matter. I can bring the 3ds Max experience. In Max you got two geometry types for polygonal modeling: Editable Mesh and Editable Poly Editable Mesh is the simplest and fastest type as it has a simpler database to keep connections between elements. They are: * Vertexes are uniquely defined by a position in…
Hey :) I think the trimsheet textures could be a bit improved: - Some edges bit smooth/undefined - Some edges/trims are missing bevel - Very strong light up of edges in base colour. I would keep it more subtle. - The green hue seems very saturated to me. Then here would be an option to have a more default stone colour and…