looks kinda nice. erosion edges (those white edges) tend not to be so linear, they are randomly thin and thick and they are not on every edge, they tend to be more visible at corners too. as for the vein size of the wood, it should not be this small, this width of the vein makes the entire texure look flat. mayby you can…
To be honest you might be able to go back and just delete some of the edge loops without destroying the UVs. In 3DS Max you can use the "Preserve UVs" checkbox on the Editable Poly modifier which will usually stop some distortion. Especially on the arm plates which really don't need 9 edge loops running through them in my…
Have you got a ref image we can see? Edges look fine to me. If you go too hard then he normal wont pop. Infact I'd go the other way, losen some edges up if you can. (Not on the grip area). For example on the scope mount. maybe the rail too on the hexagonal edges. Remember to be quite liberal when adding geo to the low on…
You don't need to cut all of this, but if you removed all of the edges I've outlined in red, there wouldn't be much of a difference in the model. I missed some, but hopefully you get the idea. You really don't need so many tiny bevels or edges going across flat geo. You also have some faces with more that 4 edges. Try to…
Working on a wooden cart. So many parts to bake which is making this difficult to complete. At the moment I'm having problems with the normal maps baking with weird seams on the edges where I put sharp edges (using the sharp edges and edgesplit modifier) The edgesplit modifier physically splits the vertices though I've…
High poly, low poly and bake are done. Thank God for Toolbag 3 baking tools, this would have been a nightmare otherwise! High Poly: And the baked Low Poly - 7,965 Verts / 14,968 Tris Polycount was reduced from 75k to 15k post unwrap by supporting edge removal and edge collapse/triangulation with manual edge removal and…
An image with out the edge flow would really be of help to see how the geo reacts to light Also try creating edge loops for your outer corners this will give the turbo smooth some direction when it comes to that corner. typically when im making my HP in max i dont need all of these edges....ill do one base chamfer to get…
Very cool high model you've got, you should try sharpening the beveled hole's edges on the side to prevent that soft edge look you've got. It almost looks like that surface is soft and foamy because of those soft edges. And if the low is supposed to be a first person flashlight, then it looks good to me, but if its just a…
Would it *really* take that long to run a few extra edge loops into your models so that their distribution is *vaguely* equal and zbrush friendly? Seems to me that on all quad mechanical models that would take minutes, no? I mean, its not like edge rows have to be *exactly* equi-distant, and expecting some lines of code to…
He's cute :P My suggestion is to just kill everything behind the legs to the tip of the tail. Rather than juggling all those edges, I think it'd be quicker and easier to just knock 'em out, then extrude your open edge and shape that up back to your original form. You could duplicate the whole thing as a copy and move it…