Alright, since there has been much discussion on "Which is better, 1 smoothing group or hard edges" i'de like to write a little something on the topic. First off, its important to understand why these issues are being caused in the first place. The recurring theme here is that none of this stuff is standardized, pretty…
On the issue of softening all the edges, I usually select and soften all of the edges (not the object) and then do filter selection based on angle to isolate the edges that are closer to 90 degrees and harden those. definitely beats going in manually and selecting every hard edge.
Concentrate on the Right side Menü under Model Tab and use Modo Layout with Top and Front View and 3D. Top and Front View is good for correct placing and Grid Snapping aka correct measurements. 3D View more for Selecting and Overview. IN your picture you see the left Menü, its not relevant in the following process because…
Solved Hi guys. Sorry if this is a very common error, but i searched the forums and found nothing. My normal map is coming out Blue and Yellow in Xnormal. I scaled both Hi and Low to 5, since I was getting the "small model" warning. I ran the "Ray Distance Calculator" and copied the max/min values. Using Anti-aliasing 2x…
Hello, I suppose there is something along these lines inside "how you model them shapes" thread, but so far the search didnt come up with anything useful.. now onto the problem. As you see i've managed to make slanted edge loops in the mesh, the problem is they were made manually, no problem if the number of loops is <5-10…
Okay, here's some tips. Also you had some weird geo (doubled verts) on your mesh that I cleaned up. Also I deleted 3 of the 4 fins, you can just mirror them back (Once you've finished the UV's—would make sense to have them overlapped / share the same texture to save space). You might also want to bookmark this for further…
Blender Market | Gumroad Magnolia for Blender is a set of growing tools targeted to optimizing and improving your Blender workflow. Easily create edge bevels and bake them into normal maps with the Beveler function ~ Align selected edges to world axes ~ Detect mesh issues including non-manifold geometry with the Mesh…
I wouldn’t make the interior glass opaque, that would prevent refractions of the room /wood behind the bottle. Instead, flip the normals of the interior, so it’s more like a bottle within a bottle, and color that. The lighting you have now is very front-lit, with too-dark edges. It would be more dramatic and visually…
Im having trouble with the MCG modifier "Stacker MCG". Im working on a modular building set and it seems like the walls with the "Stacker MCG" modifier dont line up properly whenever I create the duplicates. The two walls slightly overlap or create gaps and dont snap edge to edge. The original walls are XFormed as well and…