the material you are using on the gun doesnt allow to proper specular reflections that might show surface errors. Do you have any question in particular about a shape or just showing the model ? if its the later i would post it in pimping and previews.
@Markmars M8 there is no way to discern what you're trying to achieve when it comes to the first 'error'. If you don't want the sharp edge, remove those edgeloops on either side of it. The second one is ez, just add an edgeloop below that pinchy edge.
@sixbysix in determining whether a particular topology design is 'good' or 'bad' primarily I'd advise keeping the following in mind: "As long as the sub divided mesh achieves your intended goals without throwing shading errors/artefacts despite it's aesthetics, then all good"
I do floating stuff constantly at work, it's doesn't always work perfect, but usually quite well. It mostly just takes trial and error and experience to know what will work and what won't. I do my normal/AO/Diff bakes in multiple passes. Usually a base pass of parts with only the main shapes, then another pass of floaters…
Hey Noors! Yes of course, but I'm also considering the fact I could encounter the same modeling challenge for an asset that wouldn't be so small on screen and then I won't have the luxury to ignore shading errors. I went ahead and tried experimenting some more this time trying the beveling technique: At subdivision level 2…
I wanted to ask a general question. In case of cylinders when you need to add more geo, about how many sides are we speaking? Is there any general tips? I know trial and error also works but just to be closer to the optimal solution.
I'd just like to ask, is there anything wrong with having triangles and N-gons on the high? I know it can create smoothing errors with turbo-smooth, but will it affect the final bake? Some meshes I have tried It's difficult to have zilch tris and N's.
run meshcleanup command couple of times or check whether it disappears at higher subdivision levels. if you're intending for baking a normal map then I wouldn't be worried about small errors like these. they will be less visible in the normal map especially once the diffuse and other textures applied.
hey guys, I am having trouble with this big blocky chamfered shape on top of the main engine: http://imageshack.us/a/img641/8381/hmmyg.jpg I tried comforming a plane on the rounded shape and than extruding polygons but it gave me errors when subdividing. Help help :)
Heres a quick mockup, just need to mess with the settings abit more to get equal spacing. Don't mind the spelling error. :D Not a regular max user, but i think theres a modifier called 'normalise' that will enable you to space out the points of a curve to eliminate the stretching.