You can do that for quick results, but it's best to define the materials properly. A gloss map can often be fields of solid colour, defining where you have different materials on the model, ex. metal, wood, etc.
Ok better and worse, hah. Now that the eyes are more defined I need to define what makes beautiful eyes. I'd love some critiques on this as I'm having trouble figuring out whats not right. Thanks
that depends whether it looks how you want it to look. face-weighted normals isn't some defined method of building things - it just means that vertex normal direction is affected by the relative size (area) of the faces it's attached to and generally means you get nicer shading without manual intervention.
This works cmds.polySoftEdge(a=0) so does this: def softnormals(*args): mel.eval('polySoftEdge;') but how would i define the angle? for example I thought this would work but it doesnt? the "def softnormals" is the button that is linking to QT so that line cant change: def softnormals(*args): mel.eval('polySoftEdge(a=180);')
Copied this painting as a study. Tried different ways in describing form and shadow. Phase 02 of the process. Shadowed the scarf and polished the fur on the coat. 3 - Polished the coat, more defined the fur, and define the lip to make it more pronounced.