Overall its really coming along!, However the 1 thing that jumps out at me, is that the wheels look like metal cylinders. They need to have a more smooth falloff and look more rubber/gummy like, space those edge-loops and get some smooth falloff on there! Aside from that, i look forward to more updates. Keep at it!…
Next is a BMW 6 series (E63). This one came in at 2264 tris probably because I left out the windows and lights. It had stronger lines so I used smoothing groups to give the effect of the sharp edges. I also used some 5 sided polys that should work for sub-d without causing smoothing issues.
New Uvw Unwrap modifier is cool though. Nitrous... lags sometimes on simplest things but improves performance on heavy scenes... shame max isn't as smooth as modo (don't have a lot of experience with modo but it seems really smooth) but mass fx, new UVW are really nice. Don't really know what are those filters for... seems…
Been playing with smoothing groups, have fixed the problem, on the cylinders at least. However I'm having trouble applying them in other areas. How can I apply the same smoothing group to one whole piece of the gun without it looking really strange in some areas? I apologise for not thoroughly googling the problem but it's…
Ah. But I guess even if you somehow could have a solution that made different sized bevels depending on weight it still wouldnt yield perfect results since the weighting in itself smoothes a bit differently than normal subdivision with support edges : / But I only really use either hard or smooth edges, never anything in…
add more sides to your cylinder? It may also help to shrink your low poly so that none of it is sticking out of the highpoly. Other causes may be your smoothing groups, is it all set just set to 1 smoothing group? it may help to seperate the groups for each on of those rings. hope that helps! btw, love your portfolio
I have a game character that needs a rudimentary facial setup. I'm only now getting the grasp of topology but I wanted to see if anyone had any tips or cc for me before I finalize it and move on to rigging! Just want to make sure everything will deform and smooth correctly to a degree. It's not gonna be subdivided for…
so i made some decent-looking grass and it comes out fine in Maya ^thats just diffuse only. i've imported diffuse, spec, gloss (and mask) into udk and i get this poop: Why does UDK ignore the smooth geometry property i put on it in maya? i made sure to check smooth groups for the fbx file. I've had this problem every…
Did I already post this here awhile ago? Probably, lol. Tell me if it's ready for unwrapping. How would I go about fixing those smoothing errors around that long rounded indent along the side of the reciever? (besides assigning it to a different smoothgroup - i want that edge smooth!) and yes it's chamfered there. chamber…
Not sure what you mean by local effect. The edgeloops should be preserved with no changes elsewhere on the mesh (aside from where you smoothed faces down). I'm also not sure why it is grayed out unless you dont have enough (higher) subdivisions. The tip for it recommended smoothing at least 3 levels below, so perhaps it is…