FYI, blender can do per-face normals at a vertex without an edge split modifier now (as of 2.71). Set the object's shading to smooth, add sharp edges, and check "Auto Smooth" in the Mesh Data tab. All the pre-2.71 tutorials are going to tell you to use edge split for sharp edges, but it's no longer the only way.
Hello, Your latest post is really coming along. Looks even more solid. I do have a basic question for you. I really like how it looks smooth shaded in your viewports. Are you using Max and if so what settings do you have to achieve that smooth shading look? Thanks for your help.
he means if you follow the outer contour of your character its not very smooth. it has sharp edges here and there making it look low poly. If you work on smoothing out the sulhouette you'll end up with a more professoinal looking model. Your texturing abilities are very impressive. Work on your modeling techniques. You'll…
Its because its projecting at an angle because of the smoothing groups in the low poly. You would either have to harden those smoothing groups and be really smart about how you adjust the cage, or add more detail to the low poly so that the surface directly above these details doesnt share an edge with another face with a…
thanks japhir, after looking at the legs from for awhile i think i have them bowed too much. I'm also running into sputter problems in higher levels in mudbox anyone have any tips on tools settings for smoothing it out? I'm getting stuck in this time trap of trying to smooth out lumps but creating more in process
The lack of smoothing groups is killing it for me. Also the construction on the ground is confusing, looks like you used an optimize modifier. You could save some polys by placing those bricks on the walls not modeling them in. Main thing I would fix or focus on is the smoothing groups and textures. Everything else has…
Actually that is just for general image AA. I prefer to use one of the more smooth AA options and turn off or turn down the Filter Maps option, that way you let AA handle the texture smoothing and you still get nice AA on poly edges. Or even better use global super sampling and mess with the options.
A lot of the problems with skinning in Maya come about because the default smooth bind settings are seemingly designed to screw you over. Try redoing the smooth bind from scratch, making sure to untick "maintain max influences", and "remove unused influences". Jumpng weights have always been a problem in Maya though, even…
Obviously any critiques are welcome, especially paint-overs... To do this bust I have been mostly looking at pictures/doodles from andrew loomis so I can get the anatomy right. Also I've noticed I lose a lot of definition in the smooth shaded views, whereas the none-smooth version is quite defined. :S
If there's strict vert budgets, it should be based off the vert count in engine, the vertex count in a model program is meaningless. It's 24 verts for the cube with hard edges, but the 24 vert beveled and smooth shaded version would get more verts once it has UVs (one on each UV seam).