Hi does anyone know much about how they smooth for games? At the moment I'm modeling a minigun and I wanted to do a low poly version of it for gaming and if I smooth it as I need to for example to make the barrels smooth it's going to push the polycount too high. I can use the smooth edges but it's still going to look…
Hello fellow Polycounters I have a question regarding workflow for High-Poly. I work in Maya. For my hardsurface models (i.e. a revolver) I use SubDivision by inserting edge loops to get to my high poly and those smooth edges. It can be a pain sometimes though. Is this still the common workflow for studios? Or what's the…
Hey, Sorry for the vague sounding title but a while back I remember watching a video where if you had a cylinder in maya with 12 subdivisions, there was something within maya that allowed you to add edges between the subdivisions and it would pop into place. So if I had a shape of 12 sub divs and then adding one edge loop…
Yea I probably should have elaborated a bit more on it. I think its also called "edge extrusion modeling" since thats pretty much what you do. Instead of starting with a 3 dimensional box you start with a Plane and extrude the edges out to create more polygons and sculpt it into form. Heres a video that goes more into it.…
Thanks but i don't think Snefer's Smooth-Edge Shader workflow is the same as the SubD modeling one in Maya,right ? When looking at the rocketlauncher video i don't see any support edge loop or only a few,i've barely seen some Ngons here and there but when rendering everything seems like it was made with a SubD workflow…
Great progress mate, S_ource said something good. trying beveling some edges, make them rounder. there are no perfect edges in the real world (unless it's like the top of a katana). you could always try to go Hi-poly and then bake down to fake some "rounder" edges. take the Sofa for example. It looks more like a plastic…
For something like smooth edges on a building? No, that wouldn't be very efficent, for smooth edges on a building you can generally just chamfer/bevel some edges in the lowpoly. The geometry hit is going to be less of an issue than the texture memory hit on most systems. Though for other things that may not be the case.…
S oI edited this thread ot collect other questions . My question now is if I import an external baked curvature map , I have tried to edit it in ddo to reduce the thickness of the borders on the edges of the things , but no success , no matter what mask I tried the curvature is used for the edge and there is no way I can…
I've been using the Polish slider under the Deformation tab The circle / asterisk to the right of the slider toggles whether the effect has hard edges, or smooth edges. For this I've been running it on the smooth setting (asterisk) first to get rid of any remaining segments on rounded parts, and then the hard setting…
Looking great but there's still room for optimization. You can reduce the edge counts on the smaller radius sides by collapsing them. You got higher polygon density on the thinner areas then the larger ones right now. And you still have some edges that doesn't really contribute the silhouette. There's an extra champer on…