@perna: nice solution.. a bit simpler and easier to edit later on. How dare you one up me! :P @Bad Spleen: As far as I know Turbosmooth and the NURMS smoothing in Edit Poly are the same but different routes to take when smoothing your model. They both use the NURMS method to smooth the object. The main difference is that…
Indeed it is! And that was the sort of kick in the right direction i needed. Please don't get frustrated when we ask such questions and have trouble to understanding while we're still in the middle of learning the skills and most importantly lacking the experience. Of course i'm confused from time time. Otherwise i…
@JordanDaushvili Hey there, buddy. You have two issues here. The first one you circled is waviness, most prominent on the top one you circled, and is discussed in detail here: https://polycount.com/discussion/81154/understanding-averaged-normals-and-ray-projection-who-put-waviness-in-my-normal-map#latest You should…
@BladeSharpe looks like you're almost there. Exspanding upon zachagreg's well thought out examples that really is a key aspect to think about or in other words pre-planning prior to modeling anything, will mostly mitigate potential problems from occurring, any how a few additional points to keep in mind: 1. Where possible…
You either completely misunderstood my goal or I'm still horrible at communication. I want to create meshes that: - can have any shape that could possibly exist - are lightweight (to share, to load, to have in viewport) - easy to modify (no rebaking anything, no dependencies on specific software or plugins) - clean (easy…
Hi, I use Blender and have been trying to make these diamond shaped spikes (see Figure 1) on the back of this revolver's hammer. So far I haven't been able to find a solution that creates them without causing massive smoothing errors. The final model will be baked down to make a game-ready asset. Figure 1 - Diamond Spikes…
It's generally frowned upon in this thread to do someone else's work for them, but I felt like I needed some practice. Is this sort of what you were going for? No clue how to reduce the pinching further. I don't consider myself a master hard surfacer so I'd appreciate anyone with more experience showing a more efficient…
@SkinnyM Have to agree with Eric's recommendation to block out the major shapes before merging them and adding support loops. To add to what's already been said: blending complex shape intersections is all about creating accurate shapes that have relatively consistent segment spacing. Using more geometry can help with…
@vakdlfjas Welcome to Polycount. Consider checking out the forum information and introduction thread. Placing support loops along the edges that make up the walls of a cylinder will causing pinching. The topology needs to be routed around the existing cylinder geometry so it doesn't interfere with the smoothing behavior at…
@Varravik it's worth keeping in mind ZacD had shared his solution to enable 'joining' two separate objects modeled with varying number of edge segments, basically faking a smooth transition using 'floaters' (floating geometry) in order to bake detail without generating errors from a high poly mesh too low poly proxy, then…