Rule # 1: Frequently asked questions should be short and limited Unfortunately due to the many infinite ways of things going wrong while modeling & more, any attempt to create a short and concise FAQ will be in vain. This goes hand in hand with: Rule # 6: Do not shy away from including complex questions. Hash mine.…
Sorry, I should I been more clear - I meant "smoothing groups" in the colloquial sense. What I meant by that was "edges set to hard", or put differently, vertex normals split up in such a way that makes the edges appear hard. I actually had no idea that the OBJ format made a distinction between these. Aren't you talking…
@gnoop It's not about game licensing and stuff, I'm trying to up my skill, so I care about precision. If I'll ever put it in my game - of course I will alter it. @sacboi Ummm... nae. I was reaching low hanging fruits for many years, I think it's time to rip off the bandaid and go hard. This project I've chosen specifically…
Yea, but do you know what's causing the issue? Because if not, you're just following a rule you don't understand. It could also come from an uneven normal blending because of the uneven triangulation + sharp edges. But in the blender shot it looks like you have hard edges for the cap segments. This would normally lead to a…
Hey-hey poly people. I am working on a character in anime style. I am planning to make it look as hand drawn as possible, my direction for style is mostly "Jujutsu kaisen" and "Chainsaw Man" anime titles. A little bit about workflow: it is directionless now, so expect a massive amount of triangles on a screen.I do mostly…
Splitting normals before baking is a good process. We have a bit about why this is important: http://wiki.polycount.com/wiki/Normal_Map_Modeling#Smoothing_Groups_.26_Hard_Edges Also some great examples here, along with info on why those extreme gradients are best to avoid…
Hello, so I am working on this really low poly building I quickly whipped up and quickly UV'd but the 3DO won't display it... I have hoped to be able to at least see it there before I bake the AO and ID maps (painted them by hand using hard edged masks in photoshop) however I am wonder if anything will even yield a result…
All right, I looked back over this thread and its seems to me that you have eaten through about half your time already... was afraid of that. You have a goal; do you still want to work at one of those 3-4 studios? I have some more question actually; since the pressure is starting to become apparent, and I want to stop…
WIP 7a Here's what I have now. Made the gun overall feel a LOT more stubby, fixing a lot of the proportional issues I saw relative to the character's feel. I'm definitely getting heavy influence by a couple SMG designs from WWII, though game wise, it's more familiar with Bioshock Infinite's Machine Gun, of course :P…