I'd say as a real time model those legs look way too high poly for what they are. Think of what you can take out without drastically hurting the silhouette. Take out some edge loops on the outer portion then connect the verts on the insides then subdivide and add supporting edge loops where necessary to achieve harder…
I'll also chime in to say ortho views HURT. and yeah, again, for sure loosen up some of those edges. Still looks like a solid model. Your'e right though, this is a good first "real" gun starter. I may have to practice on something similar that not to crazy as far as learning to better my edge loops and edge control.…
You don't need to split meshes in Blender to have sharp edges, just mark them as such and use the 'Edge Split' modifier or the 'Autosmooth' property. Ditch the concept of smoothing groups, it's just an overcomplicated way of assigning sharp edges (or normal splits) Such mismatch at the seams doesn't necessarily mean the…
Other question Do you guys know how i can finde the corresponding Edge in the UV Editor? You know, when i select an edge, the other one is "slighty" selected also shown by another color. Normally i would use the function to give me the geometry edge but this function seems broken since some time and only returns…
hi daruma... i see two problems here... first is that mudbox isnt smoothing the uvs by default and the second is that you need more edges to hold the uvs in place... your car looks more like an lowpoly game char than a smoothable one... you shoudl insert more edges to define some harder edges...…
For the first question you can: - Boolean a cylinder to the box and clean up the results. Or - Create an edge from one corner to another. Then Cut in an edge from the opposite corner. This will create a vert in the center of the cube. Then chamfer the vert two times to make a 8 sided circle. Then extrude the poly to form…
Nice stuf in here man :) . With the faces, pay more attention to the planes of the face, as it feels like you are putting all the ettention on specific features. While the structiure of the face is lacking. And tighten up those edges on the smurf guy. I can tell you aibrushed his colour on :) . Go back in with a hard round…
@Skinner3D Thanks for liking the freys! For the freys I mainly used the standard brush or snake hook brush with a spray alpha e.g. alpha 7, for larger primary freys. You can experiment with what alphas work here. Then I went in with the dam standard brush for finer/sharper details on the edges. After I am happy with the…
some things I've been learning recently doing similar work: I think paying more attention to the edges will bump this up a notch. Any nice texturing work is ruined if we see perfect CG edges. Even on a "clean" weapon some subtle layers of color noise in the crevices and edge will go a long way to make it feel mroe real.
Looks like you're getting a whole bunch of normal errors on your edges. Bevel the edges where you can afford it, at the very least try splitting the hard edges UV's. Looks like you might have some missed ray passes as well so you might want to push the cage a little more. Cool vehicle though. :)