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…
It looks good! One major issue I see is where you're merging all the edges to a single point in multiple places. Violins have curves in those areas and the way you have the topology will make those areas flat. You could have just had the edges span from side to side without merging them all to the one point, and it…
Don't remove edges that are borders of UV islands, don't use tris, and keep edge loops flowing. Also using a small separate part of the texture map specifically for some parts of the LOD (ie. the front section of a truck might be made of separate elements) - I've always kept a small portion of the the texture space free…
Looks awesome, really nice. Marmoset helps the clear-coat lacquer look great too. My only crit really is that while the wear you've added looks good, it's more likely to be worn on the opposite edge curve which would be the top when worn/played as the players arm goes over that part and watches/bracelets would cause wear.…
Ohh, ZBrush? Small hint then. First of, when you're finished with the lowpoly, make another version where the edges are evenly distributed. So, just whatch out to have almost all faces in the same size. Don't forget about the support edges neither. And last but not least, if you have borderedges ... hook 'em up with…
AA sampling is just a post process effect for the viewport. I'm not sure if it effects rendering or not as I use Maya LT which doesn't do rendering. It cleans up jagged edges. I believe this is purely for cosmetics in the viewport. Smooth wifeframe shows a preview of your meshes wireframe if it were subdivided (smoothed).…