I think you need to look at chamfering. All the models you have produced are flat edged, facetted and have edges where they don't do anything for silhouette or topology structure.
By mesh I'm assuming you mean my model? It looks like this. When I add edge wear to it, it just distributes it throughout my model instead of focusing on the actual edge.
you have to match the edge count and spacing. on the larger mesh, you have two more edges on the top part. remove those and the sub-d version should match better.
That was in reference to the MR rounded edge bump effect which was the first one created and written by Zap, but yes, out of the box Arnold has had a rounded edge shader for a while now.
Hey Tom, welcome to the 3D world! I've never used blender before, but maybe look into smoothing edges/smoothing groups for your model? It'll make the hard edges not as prominent.
it wasn't from a curve i guess or it's a curve that was converted to an edge. Blender support an edge or a vertex by itself and also supports vertex extruding, but unfortunately neither 3ds max or maya does.
seems like on your main body piece, you have good edges, but on a lot of the smaller pieces, your edges get really tight. and i think they may not bake well :/
opps , so you did sorry. i would maybe smooth the edge of the botton lips into the flesh around slightly i still think the edge flow is pretty darn good.
Hi guys, Can someone please help me out a bit here? I can't seem to get my head around the workflow for creating low poly game assets such as these: I've searched these forums and watched a number of tutorials from 3DMotive to try and understand the whole process, but each time, some part of the process seems to be left…
Hi, I've been having trouble baking a normal map in substance painter, as there are visible seams along the UV edges. Basically the color in the normal map doesn't match the corresponding edge. Here are some pictures of it How can I bake a clean seamless model?