Day 24: Let the Smoothing Begin! Starting with the biggest and baddest, the handguard and upper receiver have been dynameshed and polished. I also have started reducing the complex piece of the retractable stock. Yesterday I spent trying to figure out the smoothing process. I tried 3D Coat, didn't like how high I had to…
So I updated the wireframe to be more animation friendly and checked proportions. I didnt change drastically the model, because I want to try again to make a diffferent model. Textures are hand painted style, or at least that is what I intent. Time for screenshots! Unfortunately the model hasn't got eyes I added some edge…
Hi! I'm wondering, is there a way to bend a mesh in a way that would only affect a part of it in the middle? I know that I can use low and high bounds in bend deformer, but that's very limited, and doesn't let me do what I want. I want to twist a section of my mesh into almost a tube, but leave the other parts unchanged.…
Ok so, "normal mapping edges" isn't really a "Thing" lets get that out of the way first. You don't "normal map" just one area of your model, you bake a normal map from a highpoly to a lowpoly model. "Normal map" isn't a verb. I believe you're referring to either beveling/chamfering edges or using smoothing groups to denote…
The issue with this is, too little texture space to compensate for too much shading. Basically you have very strong low poly shading going on. The normalmap tries to compensate but there aren't enough pixels (or bit depth 16bit vs 8bit) to cover it. You have 2 options basically Upping the texture resolution and possibly…
Hello, great start on your vehicle, first of all, I won't recommend using the smooth tool because when modeling a vehicle you are going for a specific surface shape and the smooth tool is quite random when it comes to the way it smooths, it does smooth your surface but it will make it lose its volume, in order to get a…
There are quite a few tricks you could use to do something like that. One option is to use turbo smooth, and tick "smoothing groups". this will create a hard edge there (if you set separate smoothing groups, then add another turbosmooth ontop without smoothing groups ticked and it will smooth nicely. Alternatively you…
PolyUnwrapper 4.2 is out. It is a Free Update for all current users. http://www.polytools3d.com/polyunwrapper What's New + NEW Added support for 3ds Max 2017 + NEW Align Shells: Shells can now be aligned to the 0-1 space as a group + NEW Added Get Render size from current texture map + NEW Settings Manager UI + NEW…
I daisy chained some commands together into a script that MIGHT help with automate the manual process a bit. It isn't anything too complex and there might be better, more advanced ways to generate the needed topology but this should get close to the same results you're getting manually. When executed it does the following:…
Yeah looks like has turbo smooth on it but as said above, if importing your model doesn't make your system want to turn it's toes up at the mere thought, I'd personally just hit import also I think SP has triplanar projection which will be the only option I'm afraid, since your model isn't re-topo'd nor UV'd.