Oh cryrid, I'm sorry. Edited, fixed, hopefully. Sometimes I get lost in my head. Drowning trying to learn 3D. hopefully this makes sense: Okay, so for example: THIS IS WHAT I THINK THE MESH IS TRYING TO TELL ME: Orange: The support loop around the joint is uneven. The lighting in the render matches this decision perfectly.…
What does his edges being too sharp have to do with floaters? Completely different subjects/issues. There is no "wrong" here. If you're of the subjective opinion that his edges are too sharp here(could be, or not, we don't know the scale of the object), that is fine, but it really doesn't have anything to do with floaters…
So, much of my job, while involving normal maps, rarely calls for (or is given enough time for) making a high poly and baking it down to a normal map for the low poly. So I've been wanting to practice this more at home. I'm working on a WWII type plane, and while I know how to do the baking, and the high poly shape is…
@ApachEsH For general subdivision modeling: if a mesh holds its shape, is easy to work with and subdivides cleanly then it should be fine. One way to validate topology and mesh flow strategies is to test it out using subdivision preview and a reflective material. Rotate around the shape in the view port and look for…
Dear pros, especially sculptors, please help. I'm obsessing over this and can't stop. So I have this anime figure head I'm recreating (Super Sonico). What makes it different from lots of others is that the front bang/hair is smooth until gets cut into nice sharp edges. As if one continuous mesh. As as you can see from the…
Dear pros, especially sculptors, please help. I'm obsessing over this and can't stop. So I have this anime figure head I'm recreating (Super Sonico). What makes it different from lots of others is that the front bang/hair is smooth until gets cut into nice sharp edges. As if one continuous mesh. As as you can see from the…
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…
@PleaseHelpMe A few posts up there's a couple of discussions about adding shapes to curves. You'll want to read through those for a more detailed answer to why this is happening and how to resolve it but the basic idea is to maintain a relatively consistent spacing on the geometry that makes up the curved surface and use…
@tatertots In general: it's best practice to maintain the concentricity and consistent spacing of the edge segments that make up the walls of cylindrical shapes. Moving the edge segments too far out of position will cause the subdivision smoothing to either pinch or pull the mesh around the shape intersection and this can…
I've still got to get through the guides, progress is not going anywhere near as fast as I thought. But I was looking at Arrimus's new video on boolean and bevels with different techniques (I'm doing the quads method) ...and can't get creases and bevels to work nicely together so I'm just doing the bevels manually and…