learning a lot about editing normals. After collapsing my bevels and realising that there is a lot of tidying up to do, the shading can easily get messed up blender has a fair few tools to help with that, like smooth vector, reset vector etc you can really fine tune the normals using modifiers and vertex groups to isolate…
the problem is though that will take a lot of extra time and the meshes are meant to be viewed from mid distance, so if I had the time and money and I would include interiors( even a basic one) and give them a lot more detail overall but I am bit pushed right now, so they will have to do as I just have to get something out…
Good stuff :thumbs up: Does have imo a graphic toon aesthetic. EDIT:"...since you are a proper hard surface modeller " Nah! as perna might've mentioned for those of us who rely on throwing more geo at an issue, just a bunch of knuckle dragging subd heathens : p
Thanks Dur23, haven't seen you on PC for a while :) Forgot to mention that I do not put bevel on everything, mainly the visually interesting areas and the bevels only have 1 level
yeaj its weird that eevee reflections look much better than cycles for some reason, they have more 'pop' Cycles is cool , but the GI and reflections are always too dark unless you kind of fake it
getting around the problem with adding panels to low poly meshes using edge split, soldify and bevel. So of course this technique is non destructive. lots of tutorials on this on You Tube
since most of the technique involves the bevel modifier, you could just remove it for a basic LOD, which would be replaced by sharp edges to keep the same look from a distance
Like your work B ) EDIT: If you don't mind me asking - I'm just curious about the workflow, creating these low poly cars especially rounded edges and curved shapes like wheels, light wells or generally other non curvature surfacing/topology whilst also at the same time not incurring usual edge faceting....? I mean how do…
@sacboi so its a bit tricky at times, but in involved using weighted normals modifier in blender. Also you can use face normal strength, so where there is a bevel, get rid of the hard edges and set the bevel face strength to weak, the bigger faces to strong. I will dig out the tutorial on you tube, but its a pretty cool…