That fixes it. The problem was in smoothing groups and and how Maya (or Max) handles it when using smooth normals or set normal angle tool. Yes, thin triangles are causing the dark lines, but removing them does not address the shading issue. Using the Edit Normals Tool and setting all the normals to the same value helps…
Top stuff Baj man! Only crit i've got is that the shoulders/neck cavity is coming across too strong, I'd suggest smoothing it out a bit. Also looking at the side view I think you could push in the lower part of the rib cage and bring out the lower stomach a bit more to have a smooth curve for the stomach line. Other than…
I swear my I4 has always been smooth (could they be different in different regions perhaps?) When I first got it I had to masking tape a sheet of paper over the top of it just so I could get used to the disjointed drawing to screen issue. Once that was for the most part gone I could get used to the smoothness of it. Has…
If the texture options presented here don't work, check your mesh. Make sure those verts along the seam are welded and the normals are in the plane of the mirror axis. If they're slightly curved to one side with the smoothing algorithm you'll get a mapped seam, even though the bake is "correct". Another possibility is your…
When you make your interface, can I make a quick suggestion? Getting a Soft/Hard edge display toggle would be nice. Maybe something like, if you run 'Quick Smooth' to have an option to toggle the display on. I just notice quick smooth is good general setting, but you always need to double check. Theres been plenty of times…
looks awesome! some if the coolest looking wood textures i've seen in a while. the tables look to have some smoothing group problems. maybe throw a few more loops in the planks to smooth it out or separate the groups a bit more? the only other thing I would say it that there is no focal point, my eyes dont know where to…
Hi there! This might help: Make sure you're hitting all of these poses, and make them strong! For example, on the "contact" position, the front leg should be completely straight. Another thing you'll want to do it go through and smooth up all your curves. What i mean by this is - because it's a looping cycle, anything…
Yeah your hard surface stuff definitely looks wonky. As I said, your bevels are too smooth to look like metal. Also you have plenty of smoothing issues where things either become too rounded from lack of topology or where you get warping and soft transition between pieces that are part of the same mesh. When you do hard…
Hey again, you can also make some nice zRemesher curves based off poly groups with Stroke -> Curve Functions -> Frame mesh, smoothing the mesh of the polygroup first would probably still help with this method. I'm not sure how much better or worse it is than BradMyers82 method or the method of using a high lazy mouse to…
I use them when making racetracks for a game I'm working on - lofting between curves allows me to easily define corner profiles, and change them and have the mesh auto-update for me. Then when I'm happy with the track, just break it off the lofted shape, and it's already UV'd, it's as smooth as you're going to get and if…