Mesh smooth, Here's a wire before mesh smoothing, and the reason it looks so dense is because of the amount of detail I'm trying to put into getting the hands to come alive, not there yet but textring should help and here's an update on the hoody
Yeah I planed to add more details to the model. If my mesh is merged? My smoothing modifier is above the symmetry, so technically its "merged". It would cause problems if I had smoothing below symmetry tho...
i will :) well. those 'shadows' are polies triing to smooth around a corner that is too sharp for the smoothing to cope see below :) hope this makes sence see adding an edge to it will stop the black 'shadow' moving across the next poly :)
whats smooth panning,- you mean holding left click and drag (if the image zoomed so that the image itself zoomed is bigger as the window) ? Works for me very smooth - but I guess you mean perhaps something else?
What are you saying? You could easily float a smooth edged bit of geometry over a hard edged corner, but, you could probably add in the geometry to make that edge smooth in the model in the same amount of time really.
Deformation Cleaner is a modifier for 3ds Max that smooths arbitrary deformations of a model without smoothing the original detail. It can be used as a fast post correction step on top of any deformation. More here http://www.mariussilaghi.com/products/deformation-cleaner…
If you're just doing a wire render to show off topo and flow, you might turn off the creases on your own. If its being smoothed, you might as well smooth the object and then turn the curves off.
I think the biggest flaw as far as I can see is the smoothing on your low poly. Either break the UV up or add some chamfering. Or of course, use different smoothing groups, if the model format supports it.
You don't accidentaly set it as your smooth brush?? I sometimes have that happen, try holding shift, see if it switches to your standard brush, if it does hold shift and reselect the smooth brush. hope it helps
If you have diff smoothing groups, or hard edges, your uvs must be detached where the smoothing groups meet or where the hard edge is. Just cut the uv and put a bit of space between the shells of UV