Agreed, nurbs are still being used all the time, even in video games. I wonder what advantage a nurb has over a true subd or smooth proxy though? I heard somewhere the hulk was built out of nurbs, I've avoided them since I found out final fantasy spirits within characters were built out of smooth proxy.
Really solid piece. Would benefit from some noise reduction in your roughness. As of now, it looks more like it's been sandblasted and there's not a centimeter of smooth paint available, but looking through reference, there's a clear distinction between what's smooth painted and what's metal and what's just genuinely…
Not sure I understand the issue, especially in Max. Just unify vertex normals along the seam edge. A purpose of the whole technique IS to avoid seams and artifacts. And it doesn't have to be smoothed all. The top side of the pillar is a separate smooth group/ uv island, right? For such pillar you don't even have to bake…
One question though, I tried importing the normals of my gun and importing the lowpoly mesh with smooth and hard edges on it and it seems like there's a visible seamlines on the hard edge parts of the AO bake. Can this be fixed on the setting inside knald? So far I tested it only on organic models with all smoothed edges…
better, you got the smoothness around the rim of the cup. Pretty wierd cup though, by adding in those edges to smooth off the edges of the handle, and running them all the way to the rim of the glass you have lost the curvature of the cylinder somewhat, start with a cylinder with more segments, and choose a few polygons to…
You don't. You model a mid poly mesh and apply a turbo smooth modifier in order to get your hi poly mesh. Then, copy the mesh and remove the support loops that you had to put in place to control the turbo smoothed result and start optimizing the mesh by getting rid of geo that doesn't contribute to the silhouette. ETA:…
What Zac said. Both images are showing the same issue, the OS is just less visible. If you have a smoothing group/hard edge you must have a UV split. If you cannot have a UV split for whatever reason then you need to keep it as one smoothing group/soft edges and give it a bevel/control loops Read this thread for more info…
I am still working on the cylinder part. Seems like the matter was the bevel function's smoothing angle. If smoothing angle is 30 degree which is default, it could cause black edge issue. However, if I change value to 45 degree.. and using anti aliasing 2x2 in Substantial Painter... then A lot better than before :-) PS - I…
The gradients you see here are the normal map trying to compensate for the vertex normals/smoothing of the lowpoly model. This isn't a bad thing persay, its exactly what you should expect to see. Though if your baker isn't synced with your renderer, you will get smoothing errors with this sort of thing. You can try setting…
Hey you're off to a great start with this piece. But i think a couple of tweaks will really help. Lowering the brow will help alot and it'll lose that surprised look hes got at the moment. The head also has a square..ish look to it. Try smoothing out the corners a bit. The elbow area needs smoothing out as well. Take a…