You might get better results if you bevel your hard edges some more. Not even the real thing has that sharp of edges. Next time take special note of the different bevel widths on every edge. Not all bevels are the same width. You'll be able to push your work much further if you can reflect that. And generally if you're…
Those look like hard edges, if they are your normal map is baking properly. Usually you will separate your UV edges where a hard edge is to prevent artifacts from an abrupt change in the normals direction. It is minimal right now but gets worse with lower resolution and higher angles. In this case I would simply leave the…
Heres a crosspost from the workshop thread (I don't know if you go there often) A little tip on how to optimize the eye a bit. You should connect the edges like the example below instead of collapsing the edges to one point. It will make it easier on the engine to read lighting information as well as reduce the number of…
Yeah, the problem was the deepenings in the handgrip. I have used a lot of edge loops, to become some vertices to move then in place and to intrude this shape in the handgrip. Maybe for LowPoly Modeling the edge loop tool is not the best choice,because you will get a edge loop all around the whole mesh..sure the Create…
Edge padding is necessary, and its not a "bad artifact", you can also never have too much edge padding. Edge padding stretches the border colors of the map past the uv layout(so it won't show up on your model) so that when your texture mip maps down to a smaller resolution, it doesn't blend into the background. This…
I neglected to save the .blend for some reason but for comparison here's the highpoly topology recreated. So it's about double the resolution of the final lowpoly, just to have enough mesh resolution to model details effectively and to have enough resolution for the detailed areas in the lowpoly. To reduce it I used the…
Hi, I'm using a modifier called EdgeChEx. This one chamfers the edges between smoothing groups and I can set up the width of the chamfer, so that the edges either get sharper or a little smoother. An easy way to make edges more tight in general is by adding supporting edges like this.. I'm doing so many interiors at work…
It is always situational. Adding bevels is sometimes the way to go if you can avoid a uv split and hard edges. Sometimes it's better to not have hard edges and no bevel. Especially for an object made of lots of tiny pieces. It's all about the vertex count and which result produces the best result for the fewest vertexes.…
When modelling subdivision models you have to create close edge loops to keep straight and hard edges. Take a look here on this head modelling tutorial: http://www.secondreality.ch/tutorials/modelling/head/head4.html On point 22) the author create these close edge loops to sharpen the form of the eyes. He says: "note: the…
I think TSM is referring to extruding edges, this is when you select an edge and then hold the Shift button in 3Ds Max, switch to the move gizmo and then drag the edge out in the desired direction by clicking on it and dragging with your mouse. This is a great way to quickly build your shape, just select an edge then drag…