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…
Short answer: Triangle Striping. Longer-ish answer: Invisible edges can flow any which way when models are exported/imported. It's up to the ex/importer and the application to define how they flow. If you triangulate, it doesn't give them the option to flip. Slightly more detail:…
You are making great progress! There are still a lot of unnecessary edges. Don't be discouraged, the more models you work to completion, the easier this stuff pops out at you. Just be patient with learning this phase and don't be afraid to bake test things out. Optimizing each asset is absolutely vital to the entire…
the bricks are far too regular in shape, i think this would have been worn quite a bit. IMO= 1- get rid of the horizontal lines in the greeble work, and try and get more horizontal. 2- pull a few in and out. select random bricks and put slight rotations on them, do this lots of times till the whole thing starts to look…
cupsster, extremely important. For baked lighting it's the difference between looks awesome, or looks blobby/low res/unshippable light maps. The rule of thumb we use is if the edge is hard in the normals of the model you must cut that edge in the light map uv's to allow a clean separation between the light map edge to…
Just chiming in on Edge Cut (M~F) if you activate the tool, turn off the Create N-gons check box on the attributes manager (dumb default). Then if you hold the LMB when you cut you can use the CTRL modifier and slide your mouse to move your cut along the edges. If you LMB hold and just move the mouse, you can add addition…
Hey, I couldn't tell exactly as I don't have your UV maps in front of me but do the edges with the black lines, by chance, not have their own UV islands? When baking, hard edges always need to have their respective UV seams. Otherwise it will produce baking errors. The lower border of the blade looks faceted. Think of…
Another small prop for the k700 tractor scene , some rocks : Sculpted and painted in Blender + gimp for tweaks , uses a bake of inverted normal Vray dirt as a guide for edge highlight . I put quite a strong edge highlight in diffuse : i didn't want to make that excessive , a kind of fake lighting , i just wanted dirt and…