Try this mate, Turbosmooth iteration level 1 > Unwrap then Turbosmooth iteration 1 or 2 or as much as you want. These is a reason why most top teir concept artist who have switched to 3D are now using less sub D and making more hi poly stuff without it. Edge flow is the key here. Since with mid level model where you ll…
Normal maps are pretty common everywhere, I think. Not every game will use them. With the amount of details you've put into this car, you could make use of them. However, you have a lot of wasted triangles (a lot of vertical edgeloops that add very little/nothing to the shape of the vehicle for most of the loop) and with…
Hi All, I am struggling with chamfering a cut in a cylinder I have made. Trying to wrap my head around how I maintain sharp edges in the cut whilst keeping the cylinder round. This is the shape I have and you can see the areas I want to keep sharp: Of Course without supporting edges I get this: I can add supporting edges…
Hi guys, i'm trying to create from a mesh a reticular structure using the edges as guide in 3ds max, i've first tried with the Lattice modifier of 3ds max but it lack of a proper connection on the vertices it simple create a cylinder shape along the edge but it do not create a connection where two or more edges met (on the…
I don't know why, but for some things my maya bake turns out better than the xnormal one. Specifically for the parts where there are hardened edges with the UV seams. The hardened edge comes out alot harsher when baking in Xnormal. I did also use a cage, which I imported for xnormal. I also made sure that "normals" was…
So I've been reducing several long objects with big faces, and small areas of very small faces lately, and zooming into a small vertex on a large long object is such a pain in the ass. There are times when I get close enough to see it and it starts clipping out regardless of whether I'm zooming in with my mouse wheel, or…
I feel like I've taken another step in hard surface modeling because this is the most difficult thing I've done. However, I'm still spending too much time on blocking out the low poly. I thought I'd post what I had before I spent more time to see what everyone thinks. Here's the reference I know I only modeled half the…
Now I know why it is happening and how to fix it: "Insert an extra edge" But this just makes me wonder. Is this really the proper way to do this? Is there not an easier way? I tried thing like editing the tangents or splitting the surface around it's edges. But these methods did not give proper results. (I might have done…
Hey! As a native 3ds max user heavily under the influence of said applications mechanics, I have a question regarding a function I want to exploit in Maya. The problem revolves around being able to select multiple edge rings at once and applying an edge split (Maya). In 3ds max, the action can be achieved by selecting the…
Check out how I'm getting rid of my beveled corners. Notice the blue edges leading away from a beveled corner. Also, notice how I can reduce 3 edges to 1 (red lines). If someone showed a high poly hard surface on their portfolio, I would expect them to use proper topology like this. Also, that spherical part of your hard…