I'm using max. :D When I use the shell modifier it gives me weird shading and kind of bubbles the mesh out, it doesn't stay straight. This is an orthographic front view, with the outward amount at .1 meters. Edit: I scaled the faces on the proper axis and I managed to straighten out the sides. There's still the an error…
I know, just modeled an isolated part of the model to demonstrate how to improve shading and edgeflow overall. Hope some people find it useful since this is one of purposes of the community.
to solve your pinching, just a loop or two parallel to the rear sight should work, same deal with the shading glitches originating at the 'gripping' part on the slide ( i would try and terminate the loops somewhere earlier). what strikes me most though, is how infinitely sharp your edges are. they aren't just sharper than…
Hi, im not sure if its modeling problem or normals problem. How would you fix the shading on this model? I just dont understand the workflow of fixing it. Is it the vertex connections that i make afte booleans? I made the high poly in zbrush using live boolean. You make base mesh and boolean objects in blender then import…
If it's just going to be used as the high poly for a bake, don't worry too much about the final topology if the model looks right and there are no shading artifacts. Just watch out for the topology of the low poly before you bake it.
@solitudevibes Evenly spaced loops for predictable/smooth shading. Easy to edit/manipulate cage is key for these sorta organic parts. Basically less is more when starting forms out from large -> medium -> small. Don't have a lot of geometry as your base model.
i can imagine the subdivide modifier being used to have proper shading on curved surfaces when you want to use smoothing groups for the smoothness but i dont really see how it has anything to do with sub-d modeling.
@Thanez Hello!! Glad to reply my result of your first tip :) so here is my example with the awesome help that you provide me about the boolean operation: I´ve had implement the facet shading and it helps me a lot. I can tell that in your example the final part its scalated in Z axis soo in that part naturally do u have…
Nice but it's far from ideal. And edgeflow around the cylindrical part is wrong. See the direction around the cylindrical part, that should go to the center of the cylinder, not go straight. And you'll need extra supporting loops to tighten up your shading. That would be a better approach.
I've hit a snag on a recent project, and I wanted to know how others would approach it. I've tried putting in more support edges, but those seem to just make the area too sharp. That's issue 1. The shading is also messed up in the second area at different angles.