cheers for the input guys, EQ- yeah id been thinking that the loops were too hard, the way i work i went on the shading in the refs to determine the softness ( distance between corner loops) but totally agree that it wont be enough to be captured in a normal bake and therefore slightly worthless. will add more goem on my…
ok started with the gaurd thing, created the basic shape then made the holes as cylinders cutting them to intersect correctly and then used mayas edge extrude to create the hard edge loop which i connected the mian body polys to now to figure the otherside out
Shep, try dropbox. Its what i generally use, even tho i pay for hosting =D As far as your problem, i would add a couple more loops to define the curve around the hard edge, just to give it better structure(round them out too of course, not straight like i have them here) and then Gradually taper those edges out to more of…
Cheers Shep, Brom and EQ. Ihazard:- im not sure but you could get away with that on a flat surface and add an extra verticle loop to blend out any artifacts from doing that...but since the top section is a slight curve I think it would create a different artifact in the mesh. I was kinda halve way correct there assuming…
I was gonna say you seem to have some vertical pinching on the edge of the sheild where is starts to curve along the rest of the sight, but having checked out the .obj all seems good so it looks like a material,render issue that looks like that area is creating a pinch when its not. The other thing I did to your. obj was…