Thanks jhoythottle and Makkon! I took the dynameshed part into max and did a clean retopo in max.. set the smoothing groups and put 2 turbosmooth modifier on top. first tubrosmooth modifier is set with smoothing groups on and the secon turbosmooth modifier just to get a softer edge all around. after that brought it back to…
I think your normals are too rough for the stone surfaces, ive been to quite a few gothic style cathedrals and the stone of the pillars are always smooth with minor chips and rough areas at places like edges. The floors suffer the same problem, they are too rough, if your cathedral is intended to be old then the floor…
Finished the HP of my Duesenberg. Got to complete the interior parts and afterwards some close up renderers & wires will follow. Also heading for the engine and of cos the game-mesh. Mental Ray reflection test of my final highpoly :D Smoothed 2 times the wires..reduced turbo-smooth iterations to 1 for better cognizability…
I've tossed around the idea of recording a tutorial but maaaaan, that's a lot of work! I've been using it professionally for about a year now, a few tips I can give are: 1) install the applink for your preferred 3d app 2) textures > calculate occlusion works great, just turn up the lights & post smoothing to get rid of the…
Is this a high poly base? You have too many segments along the curve. You could make it with fewer segments, and those holes can be a simple square with four sides that will become round when smoothing is applied. The topology around the holes right now is less than optimal and will look terrible when smoothed. Also all…
I'm assuming you're using Blender, I haven't used it but I think this is the equivalent to Maya's 'Soften/ Harden Edge' and Max's 'smoothing groups': https://www.youtube.com/watch?v=sTJ-pryZFQk You don't need to add more edge loops to get the smooth transition between faces. The edges/ vertex normals being set to face are…
What do you mean by "losing detail" ? The SP screenshot looks perfectly fine. The Toolbag screenshot shows a model that has been imported with hard edges on all faces, as well as using an inverted y channel (which can be changed directly in the Toolbag material settings). To fix the hard edges issue, simply open your model…
These are looking great! I agree. Floors tend to be as smooth as possible. and any seams or tiles are very very small. Once tiles get to a certain size normally 6 inches or larger they are defined by color (think large checker pattern) but not really by depth. You might want to carve out a strip in the center that is…
I do mostly use mass and volume to build things up. Sometimes I use Dam-Standard to cut when I smooth things too much though. But if I don't smooth things out, I get blobs <_<" Probably should lower the z intensity even more then... Question: Can anyone explain how to get this from this muscle underlay ? I can't understand…
In a case like this for a car where you need all the smooth shapes going to and fro, it might be easier to just make new geometry over this and work from there. Lining up that beveled strip above the wheel well wouldn't be very fun. Not a max user, but I typically use the scale tool selectively, often setting the pivot for…