Thank you, and "my trials" were basically shoving a cylinder in a box with boolean and then deleting the whole thing lol. but next time i will take a picture before rage quitting.
If you use non-uniform scale outside of sub-object mode, it's going to distort the local transform space of the whole model. If you need to scale stuff, best to do it on the sub-object level: Vertex, Edge, Polygon, Element, etc.
Ive changed the smoothing to be hard edged on steep angles and I think the whole thing looks pretty good now, or atleast alot better than it did before. with metal texture:
This is for a portfolio. I'm doing the whole retopo and bake and texture method because I want to show the employer I can do all these and end with a realistic result.
gnoop said: haha yeah, different topic. but agreed most public sbsars are sorta useless and need to be redone to at least open parameters, or just enable the different mapping methods. i don't get the whole "this is procedural!" thing while nothing but a handful of parameters can be tuned in the end.