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
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…
I guess I'm a bit confused? Sub-d base mesh or final low poly? If this is a base mesh: As in meant for sculpting? Then the quads need to be more evenly spaced and a bit more evenly sized. There seem to be quite a few poles or quad corners and you might be able to transition a little better. Right now it seems like you…