artifacts like that are because it's trying to smooth faces at radically different angles. you need to change the smoothing groups on opposing sides of major angle changes, or else add support loops around them. you might also have unwelded verts / degenerate tris a normal map won't magically fix them, only compensate for…
The title must be confusing, because I dono how I should word a title for having a problem with the modeling of my mini project. its a simple knife, and its called the griffin knife. Im doing it for the lulz, and most likely would be a skin for a game of sorts. Dono yet. The whole body (everything but the blades) seemed to…
Its for a game, most likely, even if i never end up using it. I am gonna do a HP but i want the LP to look good and opitmized, incase anything happens. I posted the wireframe, please look at them if u wish.
*Post Wires! its impossible to give good advice without seeing them. *What's the model for: Render, or Ingame. *Are you planning on baking a normal map or is this going to be the final model? Rendering this will produce a pretty much identical result. Sure put a normal map on it and it could look cool but as it is the…
Viewport shaders in 3D apps approximate the shading of your object. This looks pretty normal to me. If you were to render your object chances are pretty good it will be less notice-able. That said, lighting is based on vertices so the more you use the better the lighting will be. The trick is knowing where to use more…