Yes i have a concept i am following, my question was in this case of modeling a metallic hull, should i use more hard edges as in picture one, should i stick to a smooth modifier, or should i try to use smoothing groups?
You can of course also model the details, but it would require a quite dense mesh to not to produce ugly dents...so basically smooth it once, add the detail there and smooth again. That way the bumps will be far less ntoicable. But painting the normal map will be far easier.
I'm experiencing an issue where a vertex in my model is spiking out from the mesh. When I turn off the sculpt layers and smooth the vertex on the base mesh it will go away, but when I turn the sculpt layers back on it reappears. If I try and smooth the vertex in a sculpt layer Mudbox crashes. Anyone know a workaround?
Hi! Some good points already raised. I think currently the models clash a bit: Some are lowpoly/facetted (weapons), others smooth (anvil, wall), pedestal has smooth curvature + hard edges. Finding an artstyle to use as guide could help to keep everything visually consistent. Agree with hwaminjung about setting the scope…
Here's one idea... try baking a displacement map of the bulges, using Render To Texture. Bake from the original logo model onto a mesh that follows it but has no bulges (a smooth cylinder). Apply that map as Displacement to the smooth cylinder, and animate the UV offset.
I'm talking about normal smoothing when I say smoothing groups. l https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/Maya/files/GUID-127A696A-C49D-4696-9415-6638D548E203-htm.html
Can we see the separate asset for the bricks, on max or maya? My guess is smoothing groups, the front face of the brick is smoothing out with the sides, since it's a very low poly object you get weird gradients. See if this makes sense to you:
I would use 3DCoat for retopologizing. Also, your pillars are going to come out super faceted within the normal map because they are not smoothed at all. I would suggest using some radial symmetry with ~100 to smooth out the form of them.
The chamfer modifier can already work by smoothing group..so a smooth and a chamfer modifier would produce the same result, no? That said, I've always wanted a more advanced selection modifier to boost the procedural modeling in Max..and it seems this would be it, so cool.
make a more simple shape for your ropes with the edge loops like this. then when you smooth, after skinning with a smooth modifier or by pressing 3 it will look better. its important to use Dual quaternion as the skinning method to avoid the tube collapsing at the joint.