Smoothed the boobs and tweaked a bunch of little things. I tried to smooth out the butt too (which was similarly angular) but the mesh looks really wonky and I think I'm using way too many polies, given the LOD of the rest of the model. Please help me fix the butt! I've spent FAR too long on it already... :poly127:
Congrats this looks really great! I agree with st3rv about the plants - the leaves seem a bit too thick and the outline of them is perhaps a little too smooth. In placement terms, they appear more like a pile of leaves than a plant. Other than this I love this environment - it makes me think of skateboarding games with all…
Just like to add that it's the on-card vert count that matters. So the total count of verts when you account for smoothing/MatID/UV splits. Also, synced tangent basis baking can eliminate or reduce the uv splits/padding, only require a single smoothing group, reduce amount of uv shells, and in a lot of cases be forgiving…
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.