It almost seems like nvidia and amd need to get involved to bring us to a higher level. Literately, to a higher interface level, such as the programming term. Working with quads instead of tris, throughout the entire pipeline except where they work nicely on the model. Round edge shading as part of the GPU chip, selecting…
I think it likely that your problem stems from the design itself. I think it's possible to render something well enough that it forces your design onto the viewer, but if you have to do this...perhaps it's time to reconsider a view things. Your sword is interesting, but does it make sense? It appears a large portion of the…
Hello, I've been creating models for a while now but I've never really learnt any High Poly techniques for Hard Surface modelling. With not having any work to do over the Winter period and the festivities not starting yet I wanted to try and teach my self. So the problem is I'm creating a barrel (simple to start) and I…
Hi everyone ! I know there are a lot of threads about this but i still can't fix it ! My goal is to bake a simple cube with chamfered edges ! First of all , i know that adding some edges to the LP can fix it but i saw a lot of people doing it without adding edges and i want to know how ! My start cube Here is my problem…
Maybe I'm missing some obvious step that you'll see if I list my actions. - File -> Reset - File -> Import, choose an FBX file with existing UVs and normals (validated them as properly imported with Game vertex tool and UV view in Modo) - Drag the Mesh entity (thing with a cube icon) out of Items "folder" Modo creates for…
Okay so I have provided pics of my new low poly. It is >>almost<< finished. However, I stopped because as I am splitting UV's to where I have smoothing group hard edges, the unwrap seams are exponentially growing and this workflow seems (no pun intended) to be extremely destructive for any tileable textures or just any…
@Paxwort That was good advice about the materials thanks! I had to play around more with the lighting when I started adding materials. I'm finding it challenging to make the metal look not too dark or too bright and shiny. These are the tiling materials and trim sheet that I'm working on in substance painter. I'm using the…
Really good advice here. To further illustrate Eric's point: pure quad grid topology does tend to have a relatively consistent and dense geometry distribution. Which might not require support loops but can make it difficult to edit the basic shapes and control the edge sharpness. Most base meshes can be simplified by using…
Im seeing a lot of mistakes in the model itself, and also lots of problems with the subdivision. Im not sure how accurate you intended the model to be, so ill just assume not very, and focus on the sub-D issues. The first thing that hits my eye is the pinching on the grip (behind the mag release) and at the back of the…
Hey guys, thanks for all the help! (Thanks to ZombieWells too if he reads this, for the private message. That helped too :) ) Sorry for posting back so late, I've been going on and off again on this thing in my free time. I ended up fixing some erros I was having, by doing a couple of things: 1. Relax modifier. My edges…