ure being like wayy too hard on yourself, i think what uve got is fine and you also have to consider that this piece is really small and the shape just has to be right, depending on the final res of the textures youll be baking to it might not even be possible to see smoothing errors, and even then, this piece rlly doesn't…
been trying it out, getting all sorts of weird errors and hellish topo. no idea what is causing this, ill have to try work it out. topo gets a little screwy as well. i think ive got the sizes right, but not the positioning/ left light should be closer to the one on the right i think. i think its also a little difficult to…
Well. I think this is a strange one because few (if any) real world examples of a pendentive would come to an impossibly thin point. Unless it was a metal sculpture or something weird. This is the best I could come up with. You could get a bit thinner if you start with less geo, or remove geo. But then you'll have a…
Not sure if this was mentioned already, but if you are baking normal maps, then for every hard edge (in other words, split vertex normals) you will need to split the UVs and give some padding between the two sides of the UV. This helps to prevent lighting errors when the texture is down-sampled. However, the reverse is…
Posted this in your thread Tycho, hope its of help. Stuck it in here for keeps sake too. Step 1: create a plane completely flat, with your shapes cut out of it. I started with a rectangular spline, filleted the edges and extruded from there then just duplicated along. If you start with a spline the curve should be perfect…
Change your pivot point to median, which will average out alignment for the selected vertex points when inset but IMO I don't think that region of the drawing would have a panel, seems to me more like a design for a decal?! I'd also suggest persistence if this is a learning exercise, because best practice fundamentals are…
Actually I applied my smooth as I thought it looked good and then moved on. Your picture is what my preview smooth looked like and then after applying it I noticed the errors.. Im curious to what your geo looked like before you preview smoothed it. This is what my low poly looked like (I pressed 3 to preview, looked good,…
I'm using max. :D When I use the shell modifier it gives me weird shading and kind of bubbles the mesh out, it doesn't stay straight. This is an orthographic front view, with the outward amount at .1 meters. Edit: I scaled the faces on the proper axis and I managed to straighten out the sides. There's still the an error…
How about this one: I am trying to cut out a door into a slightly curved surface. This error is not very prominent but noticeable. There will be other details added to the surface. I tried it already and it will not become better. Most of the time I read that such behavior might be overcome with more geometry. I smoothed/…
Too low poly, not enough segments to support smooth shading on a curved surface, hence the errors (artefacts) and FYI on the previous 10 pages alone a number of solutions have already been kindly offered. EDIT: Learning anything new, starting with the basics usually provides an optimal foundation upon which to build a…