Ah yeah interesting, looked like the edges have an uber tight bevel on them, my first assumption was its a low poly with some sorta shader for edges lol. Then read back to see you mentioned these are high-res's
Damn, yeah I tried that, but I want the user to start with selecting a single face. If I start with face, then convert to edge, then edge ring, then faces again it will create a cross shaped selection rather than a single ring selection.
looks like you get a cleaner mesh. If you go straight to the retopo you will see the lowpoly geo in the final. a six edge cylinder will stay a six edge cylinder even if the high would have more that six sides.
That's for the reply Sgt. Thinking about it now, you're right, this is a pretty simple scene. I will defiantly do my best to recreate it. The extruded edges were separated geo. Might be the render, but the side, is just that extruded edge. Thanks for the reply :)
Nice :thumbup: Maybe the edges of the lipstick are too crisp? Most lipsticks I've noticed have this very small subtle falloff on the edges unless if you're going for that really glossy lipstick look. Thank you for the kind words as well :)
You don't necessarily need to add edge loops to reduce the gradient in this case, you need to use appropriate smoothing groups / vertex normals. If you don't know why hard edges by uv boundaries are common, check this thread
im liking this.. A LOT! ill be the one to say it.. be mindful of your edge widths. especially on the smaller pieces. some of the edges are starting to alias even in those closeup shots. also lets see some renders with AO and shadows. :D
If you select by Polygon or by Element, you can paint in solid colors. The way this works internally, is the vertices along the edges between polygons get multiple colors per vertex, which ends up looking like a hard edge.
The polygon distribution is not even, the front barrel tip is abot 48 edges around, the big hole the scope looks through only has 24 edges around and is bigger. The lense reflection disortion can all be done via a normalmap.
Problem... And my google fu is not solving it I select a ring of edges and use extrude, and drag down..However..they don't extrude nor drag down? Wut? ETA: Found it as well, Can't extrude an edge but can extend it.. Okay then.