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…
Hey there, welcome to polycount. From what I can see it looks like your low poly is just one smoothing group. Just a simple Auto smooth should fix that. Each section of your low poly model has sharp 90 degree corners. these need to be broken into separate UV shells in your UV map. That should fix these errors.
The design of the gun looks good but im not digging the symbols,they dont fit the shape of the parts as of the case, and they seem like you picked random symbols and slapped it on the gun. The pentagram and the Celtic design patterns seem off placed next to each other. - Needs more highlights as well - There seems to be…
Do your UV seams match the edges of your smoothing groups? Artifacts like this are common around hard edges with connected UVs. If you haven't already, you should separate all your smoothing groups into separate islands so that you get nice edge padding; this should eliminate some of the baking errors and give you cleaner…
Im not sure what workflow you are following, but the hard edges on the pistol grip can be smoothed easily in zBrush by using the polish sliders under the deform tab in the tools menu. You can also smooth by polygroups so you can determine where your sharp edges occur, like between the grip and the pistol body, even if they…
Hey man! Better every time! I like that last update a lot :P I know you just started it and its an early wip but I find your refraction to noisy and have really sharp edge(I prefer smooth personally) ^^ Also I found this a little weird (the fact that it's half noise/half smooth): Hope it helps :)
it kinda looks like you don't have proper smoothing groups set (in this case some of the triangles in your mesh having a completely different smoothing group altough they are basicly in the same "plane" with some minor differences). So if possible put a screenshot of your lowpoly (without wires and normal map) Also, why…
It is a floating object that isn't connected. Here is a smoothed wire I will take some more un-smoothed wires later. Good Shout Alberto Rdrgz I tighten'd up the loops and it is looking better but your right about the inaccuracies so I may take another shot at he cylinder. Also those reference shots will come in handy so…
I enjoy the design on this, looks very compact and powerfull :) You seem to a few smoothing errors on your bake, but that might be because of the auto uv and bake. Some of your edges are to hard in the highpoly and that can be seen with the aliasing on the normal map. Blue: Smoothing errors. Red: Sharp edges. Green:…
Yeah you will get it on the lower resolution models. For some dynamesh practice recommend Michael Pavlovich's youtube [ame] https://www.youtube.com/watch?v=b_amkUAopow[/ame] You will notice, as he is working in a lower resolution he is smoothing the edges at a low intensity to clean them up. Working at a higher resolution,…