I think the first thing you should learn, is to forget the smooth-shading or subdivisions. If you rely on those to make a box a ball (so to speak), you're going about it all wrong. While you may look into smoothings and subdivisions and smoothinggroups later, right now you should probably focus on creating the shape you…
When I setup a project in substance and add my normal map it gives me these weird shading issues: (not sure why the lines are happening they didn't appear the first time I imported to substance) You can see this in blender as well but it goes away once the normal map is added It also appears on the top lip of the head…
Hey, I think the diffuse work on this looks great, but there are a few things you should consider changing/adding. - The surface definition of the wodd is off by a fair bit. You want it to look smooth and polished. I'd up its spec and remove some of the noise from the spec also. The specular highlight on the photo ref is…
The only thing quads seem to be useful for is a smooth work flow within modeling applications; they just give the convenience of hiding and ignoring these triangle edges that cut through every quad or ngon on your model (regardless of whether you can see them or not). Some tools/techniques start to break down if triangles…
grats on getting a test. I have some critiques- -It appears you modelled with smoothing in mind but didn't use the smoothed version for anything. Additionally this has presented some areas where polygon distribution could have been used more effectively -i.e. around the eyes, his legs, and the scales. -the finished model…
I would recommend to look over the overall headshape. The face is too thin,and the scalp shape is off. I think the nose is slightly too large, and the creases on the bridge of the nose are too sharp. The eye shape could be revisited also, she has quite a lot of pictures with black lenses, so maybe if you color the…
Does triangulation really matter on a high poly mesh that is just being used for a Normal Map transfer? What does edge flow not being smooth mean? The high poly edges look smooth to me in the areas where they need to be smooth. Yep, that was the texture on the image reference, it's just a white hydrant. Well like I said,…
Heyhey Kristian the shoulderpads are also my fav part I love my Mop too! Poop, nmaps will come! Ryan, there is already some of these available... I'm just stealing everyone's techniques here Plus classic highpoly modelling, mixed with lowpoly+smooth along smoothing groups to get supersharp edges for free. Jeff yeah! Can't…
This is what i like to call "resolution based smoothing errors". What happens here is a mixture of a few things. #1. Maya renders excellent normals, even over extreme angles, because of this, we're less likely to use hard edges. #2. Normal maps are limited to the resolution of your texture. #3. Small-thin triangles, which…
I'm not saying it's a 100% all-the-time rule, but in the case of the toolbox I would say you definitely should chamfer the edges. I think it is also very important to understand subjects such as covered in http://boards.polycount.net/showthread.php?t=50588 this thread when deciding whether you should add a few more tris or…