yeah doing that fancy method creates and extra row of polys, which I then have to manually delete. was a real pain in the ass the next stage to to make any new cars i make subd 1 then add the panelling/detailit will then be just about smooth looking :/
finally got this one ready for export. probably will go on cg traderthe jeep has 2 materials+ 1 each for the wheels and lights - all fully uv mapped with basic texture I was loathe to add loads of dirt efftects as not everyone wants that I have another 5 almost ready to go, just the final tweaks take a long time
Thanks Dur23, haven't seen you on PC for a while :) Forgot to mention that I do not put bevel on everything, mainly the visually interesting areas and the bevels only have 1 level
obviously some cars or planes are very organic looking so smoothness is a bit more importantThe BMW above was originally sub 1 which I collapsed and then started messing with, but I think my new meshes are a bit tidier
so i figured out a similar method where i used the weighted normal techiniques, but combine it with subd level 1. works quite well and is slightly less time consuming than trying to make the low poly look smooth. I will post some WIP on that when get time, but its a promising workflow (for me anyway)
so I ran in to a major problem when collapsing the modifiers, in that the bevels would mess up the uv's, so here is a solution I worked out. you could uv map after you have collapsed , but I prefer to keep it non destructive until I am 100 percent sure its done a simple solution is to 1 pin 'all' the uv's 2 select the…
"so i figured out a similar method where i used the weighted normal techiniques, but combine it with subd level 1..." Yeah, did notice a difference using one of the WN methods you'd shared upthread, and since I'm going for close camera angle - distance in my King Tiger scene, without any intention to export out into a…
so I have a good system for the uv mapping, start off with smartuv project in Blender which gives me a reaonable layout for the main body just not sure if I should have all the materials on 1 texture layout or have chrome, paintwork etc each with a diffent uv set and texture? am guessing in Unity you would have a different…
idk about the carbon fiber on green, especially it not being "black+" i recently saw a jeep with some design on the sides if you wanted to add something (those guys i watched before they got rich, they okay if you needed something to watch) review this and see if it fits better.looked at a few things and got these:1. 2. 3.…
look forward to seeing the Tiger revamp,since you are a proper hard surface modeller :) the good thing with uv mapping the bevels is that blender does a reasonable job of it and IMHO Eevee does a great job with car/shiny shaders . There are plenty of procedural approaches for the camo pattern , using 'object 'rather than…