Hey, thanks for the reply. The normals need to be locked because there is a hard geometry edge there in the example (tho once the normal map is applied it will be appear as a smooth edge). if the normals aren't locked, then as you move vertices around the normals recalculate... so those edge normals are no longer at the…
Agreed! they got everything right except for the smoothness of Uncharted. If they can get the transitions from him grabbing something, or interacting, or for example the double takedown in the hippie apartment of the cops, this game will be way awesome! Even the way he takes the cop hostage feels a little unatached.…
@WarrenMarhall It does perfectly capable of handling smoothing groups,since version 501.Not sure which version you last tried.It doesn't have smoothing groups tab like in max but hey it works. @Wentzel There's boolean and drill tools in modo,booleans are not a useful practice for hi-poly modelings but sometimes it comes…
yah thats a seriously high polycount, but with a few hours work that could be taken WAAAAAY down and still have the same effect. Remember the silhouette, and try to keep that part mostly intact. There seems to be one piece of the weapon that bothers me, and that is out of the bottom of the ammo chamber section, there is a…
Oh these seams are just a side effect of a very, very crude rigging. (sectionned basemesh proxy > rig > skinwrap of the higher density version over that proxy > done! takes about 5 minutes. If only I knew how to blend weights across bones just a little bit, in one click, that would be much better ... I could go in with a…
Using smoothing groups with sub_D is kinda defeting the purpose of modelling in sub_D. With smoothing groups you get hard edes, like ultra/unrealistic hard. There will always be a minimal bevel on a edge, unless it's 2 object intersecting/overlapping (but even then). With sub_D, to get a sharp edge, put edges really close…
Hey everyone! Its been awhile since I last send you an update of my senior port. Just wanted to let you know that I'm finally done modeling my weapon. All I gotta do is smooth all the edges for the whole weapon. Oh man this is gonna be so much fun, he he not really. I'm not sure how will it go. What I'm first gonna do is…
Looks like a nice start! Im not sure about the rules of highpoly edgeloop modeling, since i think i tend to break them alot. on Q4: For the nozzle, you could try adding an extra edge on the inside/sides of the 4 nozzle tips, and not let it follow throughout the cylinder, this way you can get the sharpend edge on them,…
Hi guys, I need some help for my Substance Baker: I did a low and a high Poly Model of a Bowie Knife in Blender and wanted to bake the details from my high to my low poly within Substance Painter. But every bake it creates some weird edges (seams or extreme ugly edges); i tried it with a all-smooth lp model and i tried it…
Hello. I am a big fan of zbrush polish workflow for hard surfaces. That is if you want to get smooth cyllinder you go like that: 1. Create cyllinder with a lot of edges (128+) 2. Import into zbrush and use Polish. 3. Done, you have hipoly, smooth cyllinder. But I know that there are faster ways to do this. Ideal case is…