@Lankus Maximus Thanks, And yes. Basically you put edge loops around the edges and then turbo smooth, it keeps the edges sharp and smooth. For my bridge that's the exact reason. I usually dont do much HPs for architecture but I think the bridge section would need it.
I don't do much sculpting, but my friends who do a fair amount say they bevel their hard edges if they're doing a lo poly in order to hold hard edges in z brush. do you have any better methods for holding hard edges?
@AllinRisks A Ogre Warhammer is a "primitive" weapon. But you have sharp edges in the metal pieces. Yes you creased the edges but the edge stone <> metal is straigth like a blockout mesh. The "3mm" thick metal need a few big hits from the side for a deformation in all dimensions.
So you split the two sides and leave a gap? or can you just "cut" (Maya Term) the edge and that would work? Wouldn't cutting up the uvs into seperate islands leave an edge there and not have it blend? Do you keep the low poly in engine hard edged then?
Good work man! I really like the edges on the blade, although i feel the edges on the handle are a bit soft. I also feel you could optimize the edge flow you have a lot of wasted polys keep up the good work, Happy Friday!
your edges are too sharp. Think of edges like line quality when you draw. You need variation to accent diff areas. From your drawing this looked to be stone. From the model, it looks like metal b/c of the edges being too crisp.
Normally in the Edit UVW menu, when you select an edge, it will highlight another edge thats connected to it in blue. So you can easily stitch pieces together. For some reason this has disappeared on mine. I have shared subs enabled which is what results in the blue shared edges to begin with. Might this be a bug? Max 2011.
The term my team called "edging" means painting in edge details on metals to make it pop, while a studio head of ours use the same term that means putting loops on the edges of the model. Baking and Generating maps were used sparingly with confusing results.
I do have lots of open edges but those are edges where i have removed polygons that aren't visible such as behind a cabinet etc but in this particular mesh the edges where the supposed t-vertex is is very much "closed" but thanks for helping me out.
In Maya you have hard and soft edges. You select an edge and define it as hard by going into Mesh Display>Soften/Harden Edge. Generally the 1st is better. It gives better shading, there is less wasted space in the UV layout and there less of a chance of z fighting.