Thanks for all the replies :) Dragan: Yea you were probably looking at the low poly for the scope, as the high poly is rounded, but the lp could still use geometry. Penguin: As Dragan said about the hard edge on the scope, and you are saying about other edges, they are all beveled (or chamfered as its called in max?), I…
Totally fixable! For the OP question, yes you should be concerned with cleaning up after booleans, or at least be in the habit of it so your final game/portfolio pieces don't have errors or too many frivolous verts. Generally it's a "use what you need" with a bit of leeway. top-left tiny tri: select all 3 verts and Merge…
Hello - yes, this looks normal ... but probably not what you want :) To control shading with sharp edges : - You do not need any modifier or an add-on, and you probably don't want to rely on angle-based smoothing either if you need 100% control (sorry for disagreeing with the above suggestions but I thought I'd cut…
Higher res pics would help. The pinching around the top two diamond shaped holes looks seems to be from the lack of any supporting loops around the diamonds on the flat spearhead sides. Generally speaking the edges on your high poly look quite sharp, which might give you problems when you bake the normal map. Usually…
what's the issue you're having? If you're getting jagged edges or stray polys there's a couple things to try: Turn persperctive off, the Clip brushes work by pushing the geometry behind the marking line, and sometimes (because of the way zb handles "2.5d") this can cause the edges to kinda explode. Turn off Symmetry, or be…
One of the big problems with your workflow is that you are trying to build this as one or two very large pieces, and the result is that you have a a billion edge loops that are impossible to shape forms with. Real guns aren't built like that, and your 3d model shouldn't be, either. Building your grip into the actual metal…
Looks like a solid start. Some quick tips: - Don't render on a black background - Use a material that better shows specular highlights - Research a better lighting setup, the absolute simplest form being some kind of skylight with ambient, a key directional/spot light, and a kicker light (from behind to make the edges…
High poly looks good so far. You're moving right along nicely. I'd suggest blocking the rest in before continuing the high poly pass (in the event you're not just omitting that from the WIP). Getting rough shapes in place first keeps you from needing to make global changes to dense meshes. That can get messy. Also, your…
@Minato: That's not a spacing issue It's the result of the brush opacity multiplying with itself during a stroke, reducing the spacing corrects the stepping artifacts but worsens the opacity problem which is why you had to reduce the opacity to the single digits to get something useable. You can see this if you look at…
It's coming along quite nicely, one thing I'm noticing throughout all your highpoly models is you are modelling in these micro bevels which gives a nice highlight within max. But, will barely show at all in your normal maps if you use average texture sizes and look at the objects from a normal distance. Remember to beef up…