yeah i am actually working at a lower division level than the one in the picture, mostly because smoothing doesnt work well on larger shapes at high subd levels. I just divided the mesh more for the pic so its smooth. these are going to be first person hands for a personal project im doing for cryengine three, so you'll…
Is there any good workflow to bake curvature from medium poly smooth edge bevel model? I'm using 3ds max quad chamfer modifier to make bevels for hard surface objects and let it set custom vertex normals to look smooth, but baking curvature is really big problem. I can't get proper curvature bake since there is no high…
Generally you want to break smoothing group when you have sharp angle turn, cus if not the gradient from your normal map will suffer when your texture get compressed. Another thing is that your lowpoly mesh is not optimized, you might want to remove the support edges from there. That UV definitely can optimized a lot more…
It might just be the angle again due to the hands, but from the backview it looks like there is no smooth transition between her butt and her body. Like the butt is glued on. Basically the area directly above her butt (and also her buttcrack) need a bit more smoothness in terms of transition. It might just be the angle…
Hey man, thanks for the feedback. The original place the lever pivoted at was somewhere else, but after reading your comment I tried moving it. It actually looks better with the pivot at the bolt! :smiley: Anyway so I took your feedback into consideration and added the proposed groove. The edge rear of the buttstock was…
Updated Hires render! :-=Warhead=- - I hope I had zillion hours of time to waste - Just used 2 hours last night for importing the mesh to 3dsmax.... i also set smoothing groups to all 50 objects - i think i will change smoothing groups to micro bevels, to get proper curved edges/bumps to leatherbelts... - i think i will…
Well, the first question I have to ask is: Is this model for realtime or subdivision/offline rendering? If this is for offline/highpoly show us the model smoothed w/ wires. Your topo looks ok, although the 2 loops you've got running through the top should just be terminated right at or above the eyebrows. Otherwise it'll…
Looks cool man. I have a crit, and I know how much of a pain it would be to fix, but I think you should anyway. On the knob, you are letting the edges from the grooves continue onto the smooth base, which gives it an angled look. If you figured out how to make the meshflow right so that the base of the knob was still…
Excellent progress. Id bulge up the knees and the calve muscles; Lengthen the thigh; The back of the trapezius (tIV occipital protudance area) needs abit more work; The insertion of the sternoclaidomastoid is abit off, it actually inserts into the sternum; Dont be afraid to smooth out an area which you dont feel is working…
I have a bit of a question,I bake with painter usually with avg normals so I will smooth the low with one group and bake with the high, but I wanted to know about using a cage for this. Normally if I used a cage it would be for non avg normals where I make my hard edges seams. In painter if I select cage it grays out the…