90 degree angles. Either bevel the edge and rebake OR break it with hard edge/multiple smooth grps and seperate ur uvs along the same edge, then rebake.
There are no smoothing groups in Maya (only soft and hard edges). Try Normals > Unlock Normals, and if there are still any hard edges, Normals > Soften Edge.
I always hated that my professors didn't teach me the basics in my 3D animation classes so I sort of understand your frustration with school. To learn to model humans that look good in your lifetime I suggest you do what John and ElysiumGX said and get reference, and lots of it. Workflow: 1. Plan what you want, then find…
for 1, i'd select the two edges you want connected with one edge and dopolySplitRing -ch on -splitType 1 -weight 0.5; then split polygon to connect the edges for the triangles
Thank you so much for the feedback! can you give me a general idea of what would be best to model at my current level? as for the triangle fans, how can they be avoided when i have rounded edges like in this case? I will definitely check out Korean Bevels
As promised above, this post is my tips about Cinema 4D's "Normal Tag"... In Cinema 4D, Vertex Normals (and thus, the 'smooth-shading' aspect of mesh objects) are normally generated and maintained by the "Phong Tag". The Phong Tag has options for setting a "Phong Angle" (smoothing angle) as well as an option to honor phong…
As a general rule, convex edges get wear and concave ones get dirt accumulation. Oxidation is a bit different in the sense that it could occur almost anywhere but lets focus on wear and dirt for now. Lets take this area as an example: The edges in the red boxes are neither convex or concave in the context of the whole…