Thanks @Mr Digital! I actually figured it out right after i posted. I just did meshsmooth to add more edges to my cylinder than I did what you did. Thanks
I did that in 2 minutes so I wasn't taking baking results into account. I was just showing you an edgeflow, which is the point of this thread. Thought you could figure out the rest. But for good measure... Happy now, Mr?
Just another quick image, vary your cylinder resolution and supporting edges = varied edge hardness. This is a basis SDS principal that will be applicable in a wide variety of situations. Again just matter of how you specifically decide to do it. Started from 48, 36, 24 and 16 sides, ignore mr. 36, he should have been 32.
Heres what Ive got after a quick test squeezed at work Not as good as what Mr. Perna did but WAY BETTER than what I had before. Im well aware that It has some minor flow and topology issues but nothing really important, also a tri and a ngon here and there but it subdivides decently for the purpose I intend to. Thanks…
mr bear good point, I do this as well something tho that sparky from id taught me was to use reference objects in max tho dont know if maya has a similiar thing but it allows you to mess with a base mesh or working obj while the reference obj gets updated with all any other type of modifiers that get added to it. Very…
I forget where I read it, but apparently they use a different algorithm but I could be completely wrong. I actually found as I bump up my levels it tends to tighten up the 'lumpies' thus making them show more. My smoothed results shown above are all at 3. The material thing could be a factor, but I did raise up the spec a…