Minmoose: Thanks moose. I have been scouring for some tutorials and came upon some sweet videos the other night. I will have to watch them thoroughly over and over. It does seem like an artform on it's own. One question I have already, if we take the lighthouse model as an example, I know the main body of the lighthouse…
oh man. ok, thanks for that minimoose! i see how that's supposed to work. but on that first smoothing group example, it shows that i SHOULD put all of the sides of a cylinder (or round shape) on one smoothing group, right? let's also take the light house for example. take a look at the base section of the lighthouse…
ok made this up real fast. here's a cylinder for an example. 1. no smoothing groups, youll see all the faceted edges, you might have seen this in some of your models where parts will show effects like this (especially if your adding and welding a lot of parts) 2. if i select all the polygons and set 1 smoothing group.…
to fix the clustering, i would pull out those edges straight up, or straight to the right or left, instead of all to one point like you were doing. as far as smoothing groups go. what they do is basically smooth out the faces of your model. without them, when you where to cast a normal map, the map would carry over a hard…
Minimoose: hmmm, thanks for the tips. i will have to start thinking like this now. my brain is not routed that way yet. i will have to look for some examples to fully understand what you mean. got any by chance? Vig: thanks for the kind words Vig! hopefully, my texturing skills will improve quickly as i seem to have only…