I would suggest skipping the turbosmooth for now and focusing on getting a solid low poly mesh first. In your first screengrab where you show the low poly, it doesn't seem like you have enough polygons to define the shape of the squirrels, so smoothing it out will not help you with that. Better show us the low poly mesh,…
You should think about toning the spec down on your barrel. make it 1/4th as shiny as it is now. I would also bring the glossiness down as well. Good rule of thumb: Surfaces that are 100% smooth have the highest amount of gloss, because they reflect light perfectly. This is why polished marble reflects light so well --…
So i'm working on a robot style character for my 3d final project and i'm running into a few issues with the rigging, heres a breakdown. Using maya 8.5 sp1 and advanced skeleton. Since all of his joints are ball and sockets, i'm simply parenting each peice to its coresponding joint on the rig. The only part of the model…
Hi there :) Im having a bit of difficulty in zbrush producing good normal maps. My problem is to do with seams. If i make my mesh completely soft im still getting very hard edge seams in my normal map bake from zbrush and i dont really know why. My process is this; 1) Create low poly mesh inside maya & make a uv set.…
Hey hey everyone! =) I’m running into a pretty specific issue, and I’m wondering if anyone here has faced something similar or might have an idea on how to fix it. Setup - Engine version: custom Unreal Engine 4.27 branch based on the Oculus branch - Project: VR (PC, not mobile) - Renderer: Forward Renderer - Antialiasing:…
I was able to resolve the issue now. Thanks to the hint with the sharp edges, I smoothed out my model using the sculpting smooth tool. :) Thanks for your time, guys!
Heya - About this new handle : IMHO it's really just a matter of looking at the reference in a more investigative manner. "How would this be built in the real world ?" Obviously this would be achieved by carving details over a smooth wooden handle. Meaning that the surfaces that are not carved in will have continuity since…
Hello all, I've been stuck on this for a while and would appreciate any help. In Maya I have a mesh where I mirrored the top half of the geo, which also mirrored and stacked the uvs. I did this to increase texel density. I then exported as a .fbx file and made sure to export smoothing groups but not tangents and binormals.…
Cool. :) Your poly lines are a bit wavy; I realize it's supposed to be semi-organic, but stuff like the top cover on the barrel don't look as smooth as they should be - they're kind of bumpy and wavy instead of creating nice curves. This is kind of a problem throughout the model; on the right side of the gun you have a…
Hmm doesnt look like you are taking full advantage of how dynotopo can work in Blender. Tbh I dont believe it matters whether you start with a plain box or quickly model its basic form when approaching it from a dynamesh/dynotopo point of view. Example, take cube..turn dynotopo on, crank up detail slider (lower is more…