I'm bored writing Python so here it is. From right to left. - Start with blocking out the slope and general shape of the door. - Select the top edge of the door and extrude down. Use scale tool and squeeze it in Y direction so it's flat. Use "v" key and snap it to the same level as the bottom vertices. Merge the vertices…
To Select an edge ring you can just double click an edge to select that loop. For the ring select the edge, then hold ctrl and right click, then Hover over "Edge Ring Utilities" then over "To Edge Ring" and release and it will select an edge ring. I wish there was a quicker way for selecting edge rings like there is for…
My workflow is to have "Triangulate" and "Edge Split" modifiers on the stack of the original quad version of my mesh with a name LP_Quads. If you're using the "Edge Split" modifier, remember only to mark sharp edges to your mesh manually, not by using the "Edge Angle" option, and NEVER apply this modifier in any case,…
If you want plenty of great reference images : ebay.com and restoration forums. There are quite a few inaccuracies with you model : it's a sixties car, the sides and rocker panels are not like modern cars, they much rounder. These cars were designed a bit like women, and often compared to the shape of Coke bottles. It…
awesoem, its looking nice. So regarding the HP edges, i think u can reduce the crease value a little, to make the edges just a little bit softer. not too much tho. Texture wise the gradients and the edge wear is looking great. I would go and add gradients to the shells too, front to back. Here are some oportunities to get…
Hi everybody! I've got the issue with triangles showing on the model after baking high poly to low poly. I try to bake the model in Substance Painter, and in the viewport everything seems to be ok, but in Iray the triangles are visible. I found a similar issue in this topic: Triangles showing on bake/normal map and tried…
The edges where UV seams are could be split/hard /sharp since a game engine would split such edges anyway and edge vertex count will be doubled at such edges. Any other edges should be smooth/soft and making them hard where no UV seems are just makes extra redundant vertexes to calculate and troubles for normal map baking.…
Actually, phong-edge breaks are more flexible than Smoothing Groups. Smoothing Groups define edge-breaks at a per-polygon level (at it's lowest), but phong-edge breaks are defined per-edge (although the effective/usable results are often the same - while you might just have a single edge-break in the middle of a seam of…
An edge loop is a loop of edges - each vert has only 4 edges coming out from it, so the loop goes forward and there is an edge to the left and an edge to the right. This means you can start on one vert and follow a straight path along an edge, and end back at the starting point. Anywhere where you have less or more than 4…
the environment settings and lights is simple..... default max single light and default ambient. the hand painting could be either or both what ever gets the result your looking for.... whenever I've done this sort of thing it always ends up needing touching up in photoshop and color adjustment. Another thought..... in…