so yeah the slight shading errors are bugging me but can't seem to get rid of them any ideas?. tried all the usual fixes with weighted normals, different face normal strength on the bevels, still have the slight errors maybe it just because they are low poly
"...tried all the usual fixes with weighted normals, different face normal strength on the bevels, still have the slight errors" Hmm...custom normals I find can be a bit hit n' miss but shrinkwrapping to a guide mesh, would solve most problematic shading artifacts I'd encounter on a class A surface. EDIT:Straightforward…
The only problem using the data transfer modifier is that you have to collapse the bevel modifer first for optimal results. it worked perfect on the front and rear door, but on the rear panel i had to set the mix to 0.5 to make it look good. not sure what is going on
Hi Pior, yeah it does work reasonably well, but its not perfect. i think it works better on meshes that have a slightly higher subd level, like 1 or 2. the problem I am having is that it's basically a low poly mesh and there will always be some weird shading unless you unleash sharper edges or other tricks I will go…
Hi there Mike - this is something that MeshMachine does, using a mesh without the details as a source for the smooth surface data : https://www.youtube.com/watch?v=b7-IDIqjF1k So perhaps this could be done using a small portion of the car without the tertiary detail. As a a matter of fact and as mentioned in the intro of…
The thing is its not a subd d mesh and either shrinkwrapping or copying normal data seems to work better on subd ( maybe level 1 or 2 I have got it looking reasonable though.