So cdavidson sent me the obj for the floor and I managed to find what was causing the shading problems. I'm not sure what caused it, but the smoothing in the mesh seemed to be all jacked up. Even with all the smoothing groups removed, the mesh remained smooth. I fixed it by first resetting the Xform and the running the STL…
The problem is more HOW you're smoothing it. Lighting when on smoothed faces is smoothed between vertices so where you put your vertices cab have quite an effect if one vertex is completely black that black will get smoothed across the rest of the face producing the glitches you're showing. you eithier need to * add new…
Like I said the difference is that when it calculates the smoothing, it only calculates smoothing for the groups that face belongs to, not across the entire surface. Its entirely possible to control the smoothing in other ways to achieve pretty much the same result. But its not entirely "the same" even if they look…
To add to what's already been said and hopefully clarify a few things: there's a number of different reasons why an artist would choose to use a triangle instead of a quad when creating an arch. The relevance of any specific answer really depends on the model's intended use and the desired outcome for the project. Looking…
Hi everyone, Thanks for the help with SubD. This is what I learned so far, and please correct me if I'm wrong: [*]True SubD modeling requires you to start from a single SubD primitive. If you attach multiple SubD surfaces, you don't have commands to merge vertices together to close up the holes between the surfaces.…
Please oh please dont tell me that your whole gun is one smoothing group! there is a reason that smoothing groups excist. you are supposed to SPLIT your mesh in to manageable smoothing "islands" What i usually do is first I UV the weapon, splitting the UV's at <90 degree angles, while also making sure I dont get too much…
Actually, you have that backwards ;) If it has separate smoothing groups, it needs to also be separate UV islands - not the other way around. Your UV's need to correspond and be split according to how you have smoothed your mesh (which takes practice and knowledge of how the bake-downs will work) You can technically break…
Thank you both very much. Eric, I read it yesterday and that article is the reason i decided to re-model my mesh in order to add some slope in the hard edges. Earthquake, So the only way I have to smooth a bit my mesh is to add some edges in the critical parts? Because I thought that normal maps could grant some additional…
That's a charming, but inaccurate workflow, I can see the appeal in it. You'll be trading large changes in shape/volume to solve a few pinching areas if you're using low poly cages. I know you didn't ask for this feedback, but practicing the fundamentals of subdivision modeling is much better in the long run than…
Are you painting a subtraction instead of painting addition? Geodesic voxel is just the method to calculate the initial bind so you are still weighting a smooth bind. ( subtraction will adjust weights in other joints to equal the smooth bind. Remember a smooth bind is smooth because deformation is spread across multiple…