am a sucker for dynamic inking and in this piece i'm trying to just bend perspective by working on line thickness and textures through inking a la joe mad
It's going to be episodic, so it's conceivable that there's never going to be an ending! I have nothing good to say about it, so I'll just end it right here.
Hello! Sorry for the late-ish reply. I figured out my issue for the most part. What I ended up doing was using the Weighted Normals modifier in Blender, which seemed to fix all the problem pieces with enough tweaking. The shading issues didn't make themselves apparent unless I used a shiny matcap to preview it before…
In the end concept wasn't as useful as I thought since even surfaces with same direction can and often will be shaded differently - shadows from other objects or pitch black on intersections. Also baker plays a bigger role in this - some will render neat lightmaps with less or no leaks while others end up very messy. Yet…
There was a thread a little while back that explained how to take a cylindrical mesh at its ends and turn them into proper quads for Zbrush. Does anyone know the thread or can re-explain the process of taking the non quadness of the ends of a cylinder and turning them into quads? Thanks for the help....