It looks like you haven't set up your smoothing groups properly. What I usually do is give my low poly soft edges and then anywhere there is a hard angle I set that to hard. You then you need to split your uv's at your hard edges. If you don't you will get those weird lines. Hope this helps.
Hello everyone, i hope that all of you are doing good ! I allow myself to make this post, because i need some good advices. Actually, i was asking myself some questions, because i'm trying to get specialized into hard surface modelisation. I would like to become a weapon/vehicle artist for the next years. My project for…
I just use particle hair, convert ti to cards with hair tool addon, then sculpt the cards further. works ok, but never quite perfect Blenders new hair oprions are pretty good too ie geometry nodes, but I am not keen to switch over completely yet hair tools addon has its own shader with a nice anisotropic look
3D apps are normally not very hard on your video cards like game are, Nvidia cards are defiantly the way to go with maya and other 3D apps. I myself wouldn't spend that much on a card, but if your case has proper cooling it shouldn't need to be water cooled.
Small, startup VR studio looking to hire a freelance, 3D artist to create and finalize a character for real-time end-use. Concept and reference exists, although full ortho does not. You would be working from an early-stage, WIP sculpt that we would provide. Character is stylized and is hard surface + rock based (no soft,…
Hi! That's more about designing rarther than technical talk. How do you manage to detail hard surface models to achieve the level when it has a sense? You have some alphas for Zbrush etc. but I don't think that solves the problem, because you have to know what you're doing. I watched some gameplays of Marvel's Guardian of…
Hey there all, I've got two quick questions. Firstly, is there any way to avoid the 'creasing' you get when trying to sculpt a 90 degree angle in ZBrush? I want to add a little bit of edge damage to an archway prop I'm working on for my current project. I can't figure out how the base mesh should be made, I've tried adding…
You need more hard surface modeling in your hard surface modeling exercises. Right now there are some cylinders and cables with some very fancy shaders on them, nothing challenging from a modeling standpoint. If you really want to practice hard surface modeling, try doing a car or aircraft, or something like this, this, or…
Hello, I have an issue where a bunch of objects from my character have hard seams showing when baking and also on the 2D texture viewer: I've tried multiple things already, such as clearing all of the seams, clearing hard edges, using one smoothing group and unifying normals etc but to no avail. Anybody have any idea on…
Hi, I'm trying to replicate the "crease+hard edge" look from blender into maya. But am getting stuck on the harden edge. As you can see the orange edgeloop is creased and hardened, but it doesn't smooth out in subdiv like it would do in blender. And to be clear, I don't want a bevel. I want a super sharp hard edge smoothed…