@tynew You're right. It's a 1/8th segment. I should have double checked that. Updated the original post to reflect that. Thanks! Your new geometry looks like it's easier to handle and if you're working on a 1/8th segment then making changes to it should be less work than having to rebuild the entire thing. If you've gone…
Yea, it's a huge no no for baked maps. While normal maps are a texture, they are not the same as regular textures (Diffuse/Albedo, Specular, Gloss/Microsurface/Roughness etc.) in that they store mathematical values which are essentially encoded during the bake via the tangent basis. Each pixel found in a normal map has an…
@Deqa The edges on the model look a bit too sharp when compared to what's shown in the reference images. Though the fender is mostly flat surfaces, there are a number of angled transitions that are missing. Some of which are difficult to see. Gathering some higher quality references, with better lighting and more contrast,…
@JBurk The underlying topology in both your examples, with some minor adjustments, could work. Which starting topology layout makes the most sense will depend on whether the shapes need a softer or sharper transition. With subdivision modeling there's almost always going to be some kind of minor smoothing imperfection and…
@juanoblagu Those decimations look perfectly fine. @ArsenyZvonar First off, nice post! the amount of energy and time you put into this makes me want to give you my time and energy. When you cut holes in curved surfaces, you should match the cutting geometry to the surrounding mesh so that the quads can flow nicely. These…
Hey guys, here I have few questions mainly about intersecting geometry, vertices and smoothing. In following examples I try to state what I struggle with while modeling. Hopefully you could enlighten me ^_^ . I am posting this because last time I tried to cut doorframe into car model, which didn't go very well. Scene 1 -…
@IronLover64 You have the basic idea but the difference is that Wirrexx's cage mesh has support loops. Here's a breakdown of what happens to the shape when subdivision smoothing is applied: The basic shapes look fine on their own but when subdivision is applied the smoothing effect deforms the mesh and the shape melts…
@guitarguy00 You can alter the geometry, but it's a bit involved. So you make your Sphere/Geosphere demonchild, and that's when you notice it: The pinch. You try to mitigate it by chamfering that edge, but you have little control before the pinch gets even worse. Time to evaluate what the problem is. These edges come from…
huffer : "Who would send a file in with an uncollapsed stack? If you're done and ready to send you collapse or delete history, it's basic. That's more like a rookie mistake than using Edit Polys in the stack." Sometimes clients like to give feedback by editing themselves the model instead of paintovers or whatever, its…
@rudenko_je Deciding whether or not certain smoothing artifacts are acceptable really depends on a couple of different factors: * Are the smoothing artifacts on a part of the model that's visible to the player under normal game play conditions? * Are the smoothing artifacts significant enough to still be noticeable when…