@iam717 They actualy look quite cool., thanks - not too over the top. was going to add some decals at some point, not just leave it boring green :)( actually I was ) I thnk the carbon fibre distracted me a little, so i could mess around making the uv's spot on
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…
look forward to seeing the Tiger revamp,since you are a proper hard surface modeller :) the good thing with uv mapping the bevels is that blender does a reasonable job of it and IMHO Eevee does a great job with car/shiny shaders . There are plenty of procedural approaches for the camo pattern , using 'object 'rather than…
@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…
^ Some great tips there "just wondering when you do subd do you try and make the polys mainly square so you don't get too many flow lines which are kind of superfluous ?like here I have a lot of rectangles flowing from front to back, should i try and square them all up, so there is consistency in the mesh ?" Well, only…