right now overall it seems like the edges of the rock are too uniform, and could benefit from some variation. each face seems to come to a thin edge, that edge can be broken up into smaller flat faces. and as it is right now, each face is pretty flat. id experiment around by taking a buildup brush and just going nuts ontop…
Right, Hasng10 has it backwards here. Here are some basic rules/facts: 1. You need uv splits wherever you use hard edges/smoothing groups, not doing so will cause artifacts 2. you *can* use hard edges/smoothing groups anywhere you have uv splits, because it will not increase your actual vert usage(if you have a uv seam,…
I think you might be mixing up what support loops [in-line edges/control loops] actually are. They pertain to sub-divisional modeling(your high-res mesh) and how the smoothing algorithm interprets the surface based on the topology of the polygonal mesh. They are generally used to control how soft/hard an internal/external…
Yeah no problem. The UVs were a bit hard to figure out. First I noticed that some faces were transparent (or inverted) in Marmoset which is strange because there was no alpha applied. Next I started looking at the model in Modo and all the faces normals seemed to be pointing outward correctly, I ran Senecas's cleanup…
Heh smoothing groups are just like Max but without the GUI... which makes them a bit harder to work with. You just assign faces an "id" and any faces that have the same "id" have a smooth transition between them. Faces can have multiple "id"s for more complex scenarios. Maya smoothing via hard/soft edges would be a bit…
Ok guys, sorry for the delay, but I've taken your device and made the mesh one piece with beveled edges. It's introduced some new challenges, the biggest of which was getting good edge flow around the model. Apparently I'm still not getting the right wires though. Would anyone be so kind as to do a paint over on my wires…
Here you go OBlastradiusO my smoothing group workaround for Modo, I got the idea from EarthQuake. After this (baring fixing any n-gons) it's ready to go to Unreal or wherever. pior: 401 has had a two service pack updates and is far less crashy than it was on initial release, that said it's still not quite as stable as…
Another way if your into manually editing your triangles or want to, you can go to edit mesh, select edge then selected all of them you'll see all the edges, locate the Turn option and you will have to manually turn all the edges to the direction you want. You keep your quads just deselect the edges by clicking on the…
Really incredible work from the whole Naughty Dog team! Learning so much going through these art dumps but I have a quick question.... I noticed a lot of the environmental assets have some really nice edge damaging on them. I know the majority of environments were put together using a load of tiling materials and vertex…
Topology is certainly not an issue here - recently I've been sculpting some additional details on decimated meshes and haven't had any problems with the pinch brush. I agree with Massbot; it might be a scale issue; sculpt, wax, foamy tend to work well regardless of the size, whereas pinch, scrape and knife are going all…