Looking very nice overall. A few things: 1. Watch your hard edges, some are verrrry hard, esp the small levers and such. My rule of thumb is pretty much: if its aliasing badly in the viewport at normal viewing distance, your edges are too hard. 2. The knurling isn't quite the right shape, it shouild come to a definite…
I maybe just suck at mudbox in a couple of ways. I just found that I got way better results using paths in photoshop for the stitching. I could stroke the same path with a custom brush for the diffuse and the bump, making it very quick, efficient and delivering consistent results. I tried the same in mudbox with curves and…
First off, I want to thank everyone who has been commenting on my work and progress both in the WAYWO thread and though PMs and even reaching out on their own to me to make comments and feedback. I really appreciate it, and am actually really surprised to see the community helping in this way, so thanks again! @vendetti…
I've realized as i do more poly modeling how tedious some of the tasks are. So I'm trying to figure out a way to speed my poly modeling, I know some basic things I need to improve, like how I need to work out a new hotkey map. But I've been looking into poly/subdiv modeling extension scripts and plugins, which look like…
You have plenty of edge loops in there that add no definition at all. Try to keep the quads evenly spaced and just use the other edges as creasing edges so you can add a level of turbosmooth, then you can remove the unneeded crease edges and work on the smoothing.
Yeah if its a simple crate I assume you have 90 degrees angles on your edges, to fix it what I do is harden the edge and split the uvs along the hardened edges Or you can chamfer the edges up to you!
If you are selecting all of the edges around the seam and then welding, select one less edge then weld. Then weld that last remaining edge. I'm not really sure which edges attach to what so its kind of hard to tell what's going on...
in edge mode backspace --> delete edge only ctrl + backspace --> delete edge + vertex in vertex mode backspace --> delete only floating verticies (you could select all verticies for the mesh but it will only delete verticies with two connecting edges)
Previous & Table of Contents This setup tints the specularity looking straight on and leaves it achromatic at the edges, which is accurate. How about a rough plastic now? At a first glance, this might look OK to some of you, but it's actually got too much specularity around the edges. If you observe some real-world rough…