Sometimes you have to add extra edge loops so the vertices will smooth properly (just like adding support edges for sub-d modeling.) Try making a box with edge loops around every ring just like you'd make if you wanted a sub-d box, and then put all of the faces in the same smooth group. It will look more like a box with…
Thanks @Udjani and @poopipe. :smiley: I have now got great baking results, and now I also have a much better understanding of the importance of shading in a high poly to low poly bake. In the end I got these results using autosmooth at 180, with sharp edges to support areas with bad shading and on general sharp edges. I…
Excellent start. I'm liking where this is going and the idea behind it. The elegance and authority is a really nice combination to work with. My 2 cents would be to really harden those edges around the neck area of the clothing. The curve moving up into the neck really captures the elegance but the soft edges make it lack…
personally i think this is bogus. the only reason to do this would be to avoid someone reposting that "breakdown" of the eotech sight. They make their edges round, so that the normal map is visible from afar. But if your model has hard edges then keep them that way. if the m4a1 is far away in real life, you won't see much…
Actually I think you are on the right track with the gold material.There are a few other things though: -Could definitely use some edge detail. Even if your going for a newer look, a little bit of wear and tear on the edges will help to make it pop -The wood looks like it's supposed to be painted red in your diffuse. It…
From your normal map, I assume you're using hard edges along the stair steps. You should separate your UVs wherever you have hard edges, otherwise you will have issues. You'll also want to use a cage to bake, otherwise during baking some of the rays will miss parts of your high poly, making your edge seams really stick…
yeah poopinmymouth beat me to this, but I wanted to ask how you where going about this, Im assuming that your making your cloth to get those edges for your LP and then the rest you will do in post clean up so your normal map has a nice edge fall off of the depth/cloth edgings? ps.- Seriously all this LOL art lately and no…
If your verts are on the same element (ie. have geometry between them connecting somehow), then you can only weld/collapse them if they have a shared edge running between them. 2 verts on opposite sides of a quad won't weld unless you have an edge connecting them, turning it into 2 tris, for example. Also, if your verts…
Yea, probably definitely something you'd want to think about when working on low poly stuff, but for current gen games where polycount isn't a huge issue anymore, you can just add some more edges to the cylinder to smooth it out. Plus then you don't ruin the edge flow for ring selecting, not that thats a huge issue on a…
Not true. Ever since 2.40 or so, Blender has the EdgeSplit modifier, which makes edges marked as sharp render as hard edges. Edges can be made sharp by selecting them and pressing Ctrl+e -> Mark Sharp. It's a lot like Maya's system, so it has the same functionality as smoothing groups. Nice model, by the way. It's actually…