If you don't have duplicate verts or other issues, then just add a Turn To Poly or Edit Poly modifier to reset the vertex normals. Let us know if that works.
For a polygonal hardsurface (mechanical) high frequency mesh object and/or shape, applying a sub-surface modifier at level 2 with shading set too smooth seems to be sufficient IMO.
Obscura said: Many thanks for the prompt reply! Here are 2 more pictures with the modifiers on/off. Could you maybe explain your answer a little bit more? :)
oh you mean you toggled nurms (not nurbs) inside the editable poly? if you use the turbosmooth modifier you can use the "show endresult toggle" as a shortcut
Today I started at thumbnail stage on an environment pic that I'll be working on some days. Posting value- and color study, gonna keep modifying both I think.
Update! Let me know what you guys think. I solved the foxglove problem by putting a shell modifier on the models! : ) Been trying to push the mood as well.
Modify > Unitize, Select the inside edge ring, deselect the edge where you want your seam to be. At this point it should look like this: Then just click on stitch together.
Yeah, I just reversed engineered Renders stuff myself, and once u know how it works, it's not hard to modify or anything really. Pretty awesome stuff :D
Bend Modifier? Array tool? Like it has been said above, alot of options! It might help to specify which program you are using though! Hope this helped! :)