Chamfer the edge as opposed to using smoothing groups. If you have a single chamfer the vert count ingame is the same as an edge defined by a smoothing group so it's no more expensive. I usually add a small inset support edge to the chamfer as well though, to help the reflections play nice without normalmaps to help them.
Hi! Looks like a mesh shading issue. Do the different parts use Autosmooth with different angle thresholds? When merged into one mesh, the settings of the active mesh would apply. You could set hard edges manually, for example along the edge of the blade.
Hello again! I wanted to share my latest project Ive been working on. A little background: I play/run tabletop roleplaying games, and there is one of my favourite - Mothership. Its about space horror sci-fi style stories. We have four character classes to play, and this is one of them - Teamster (tech, support, engineer).…
Odd! I re-read your post and you mentioned switching to smooth preview and you still get faceting. Generally, everything in the smooth preview should be smooth with no obvious pinching or dark patches. If this is happening then it's a problem with the geometry of the model more than it is with the edge normals. Select your…
Usually when making tiling textures, your low res "mesh" is just a single quad that's mapped to the 0-1 UV space, and you're baking down some high res mesh to get your baked data from. The classic example is a brick wall, where you're likely to have bricks that end outside of the bakeable space. In this case, you want to…
I will be keeping the legs. The topology I have now is from a low poly box/edge model, and then adding a meshsmooth to it. I turn the smoothness down to 0.5. Even at 1 the body is still less than 3K tris. However, I think I just need to spend more time in there; adding to it. Adjusting the tris myself. Instead of looking…
Well, if you really want to avoid having too mady UV islands because of hard edges you can bevel your edges, thus add to the poly count and it does a similar job, but then you can unwrap it as one piece instead of splitting uv island because of a hard edge.
Ah. The vertex normals are twisting to such an extreme that you've entered a black hole! You need to split the vertex normals along the edges of the blade, by adding hard edges there. Also called smoothing groups. You're making me hard. Making sense of hard edges, uvs, normal maps and vertex counts
Might be personal taste, but the edge quality is a bit too tight. Id loosen those edges a bit, so the normal map and spec maps have an area to dance around on. Other wise its just going to be razor sharp edges. I got nothing else besides that. Textures will sell this.
@Brian "Panda" Choi Exactly! This is worn down but not very dirty, meaning someone has been taking care of it. It's also a small prop, something that will be seen from closer distance than bigger arms like tanks, thus a prop that demands a little extra attention to detail. The idea is to make a map that fits your…