hmm yeah post a picture of it in tech talk if you get chance. How are you smoothing stuff for UE? I used to have a few problems with it. Even if it looks alright in max, you have to set smoothing groups by hand or quickly run a smooth modifier on it t make sure groups are assigned. Also worth double checking those tick…
Saidin: Good question, there isn't a specific number of polies I work with, but there is a way I manage not having to deal with it chugging all the time. I apply meshsmooth modifiers to the stack and turn it off in viewport and work with my base, this is good for me because I have a pretty good grasp of how objects will…
Hey Sketchbook! Currently between contracts. Did learn a few new things on the last one: Created stereoscopic 360 videos with Unreal and did materials/ tech art in Unreal and Unity. Sometimes Imposter-Syndrom kicked in, but in the end everything worked out. Have to create some dioramas applying those learnings :-B Decided…
So I've been modeling a cassette player (the image provided is a closeup of one part of it. I'm trying to practice making cleaner models especially when they're smoothed out. I could be wrong but I assume the roundness of the edges (the square-ish forming outer edges) encompassing each sphere that are rounded are not the…
this artifact is because your models uv islands are not matching with the smoothing groups. You used one smoothing gruop, and a lot of uv islands.try to match them
Yeah it's keeping the vertex normals the same that I'm trying to get at. As long as the Turbosmooth is set to smooth by smoothing groups the vertex normals won't be affected right?
These days, fundamental principles and concepts relevant too polygonal 3D modeling are fairly universal across the board, whether proprietary or an open source solution so my recommendation if you're just starting out is to give Blender a try - 100% free, huge community resource base irrespective of language or desired…
The body of the car where it arcs over the front tire needs smoothed out. Your's is lumpy, it should be a smooth circular arc when viewed from any angle.