Im not sure if im following ya haha. Still confused :( Is this what you mean? Also, this turbosmooths like complete shit. Not getting good results no matter where I add supporting geo :poly118: there's literally over 50 people on polycount that have made a glock...you guys got any pointers??
@SV_ When applying smoothing groups in Blender, I highly recommend Textools - So under the Mesh UV Tools tab click last in the sub menu stack - Smooth by UV Islands! However, that said most of those gradients are caused by tiny triangles and miss-placed sharp edges, where vertex normals should've been made smooth. I'd…
For starters you should make the holes hexagonal as then you wouldn't need to have any ngons, which will result in better smoothing for subdiv surfaces. Also I don't know how close you're following the photo, but the shape in there looks a lot boxier than yours which would make it a bit easier to add the holes as there…
Hello everybody. So i have struggling with this for quite a while (few years i have no idea how to do this, and i still don't). So here is the problem: Here i got a revolver and the handle i want to get "gridded" And here i got the grid ready But how do i make the grid to follow the shape of the handle?
The idea for this thread (as explained in the first post) is that you post your best attempt first and foremost. Also, posting such a collage of screenshots like this (litterally showing 30 assets) isn't helpful in any way - you need to put in the work to isolate the specific element you want to get help with. The original…
Yeah i was just going to respond and say this, in a lot of cases its just a matter of adding more geometry, more accurate to the surface. I think we sometimes have a tendency to follow lowpoly rules when doing sub-d stuff, so you have to break that thought process, and concentrate more on the forms than how efficient your…
Thanks! I tried that, but initially got some frustrated mesh since someone had caused a triangle by cutting right up in one of those bends that was even in a slope. So I went back and remodeled, re-cut and then chamfered a bit to get those 2 sharp angles, followed by adding some more geo to compensate for the chamfer. And…
Ok, sorry for being lippy, I didn't want to annoy anyone; but let's return to the topic; how did you manage to have the same smoothed result for both the front (that have a chamfered edge [EDIT: TWO chamfered edges, not one, but this does not change the concept]) and back part? The normal meshsmooth algorithm in Max give…
It just came to my mind while recommending this thread on another forum and following another meme: (Maybe this already came up somewhere else??) Some martial polygon art masters chat: Master 1: I can do only 20k polygons.. how much can you do? Master 2: Hmm. i can properly do 24k or maybe even up to 26k polygons.. and…
Sorry, for some reason my thanks was not posted, so I've posted it now above, albeit very, very late. So again my apologies. I don't take advice and help for granted. I have a quick question regarding my process (should be v simple) Let's say I have the top and bottom vertex where I need them, and I want all the vertices…