It's nice work, but the reel is insanely slow paced. It should be something like half this length. You also should work on poly optimization. Your low poly models are maintaining meshflow even when the edges are so close together they're adding nothing to the silhouette. You should either use those triangles to define…
Max is funky with it's vert welding. I often find that things I think SHOULD weld, just don't. Try collapsing them together. Often that will take care of things that weld won't. You may have to collapse multiple times, as it will collapse verts on each contiguous mesh first, then across the gap. If you'd used the cut tool…
cool thing to know. cheers mate. i use hardeges in my low poly stuff all the time, and id never heard any beef about using them. also if thats the case, what happens with hard edges that fade to soft edges, in max i have to assign three shading groups. does this still just split the mesh along the edge and re-assign 1…
Off to a good start. Things to remember: - Smoothing groups will create breaks in your model on export, so will UV seams. So plan them both out carefully. http://www.ericchadwick.com/examples/provost/byf2.html This is incredibly helpful in explaining why. - Need to think about edge flow for animation, as well as…
Not sure what you mean by the polygonal artstyle. I assume its the sharp edges? So maybe add more padding or bevel for softer edges? But yeah I was going for a realistic approach. I agree though the armor looks like its laser cut and too sharp, definitely needs some hammering. You're right the color of the leather kinda…
Hi everyone, I'm trying to explain to a friend of mine how baking works when we encountered a problem, I was wondering if there is any way to solve the issue below without change the topology. The problem we are talking about is the triangle shows in normal map, of course is almost invisible, and as far as I know it's…
wow I did NOT know I could do that with the mirror modify or the modify edges. That is very useful to know. VERY :) Also yep, someone took the time to go thru my model in a video chat and show me some changes and the issues i was occuring. Even took the time to show me how to properly unwrap it and what I was using…
Hi, I thought I understood that you had to split a mesh on its UVs where there was a hard edge, but this has both worked and not worked, and I can't figure out why. Here is the simple model that shows it both working and not in two different areas: The last image shows that the plate at the top has worked. The plate part…
I'm currently modelled a few Japanese props, but they're simple assets made from wood so I don't know if I should make a high poly version first then bake to low. I made this lamp and realized it's going to be quite blocky, even though it is made of wood. But it's very difficult to bevel most of the edges, especially while…
Hi guys, So I'm working with an extremely easy model, a metal pipe. I'm trying to create a curvature map to then use in Substance Painter. The map I generated was done so in xNormal. It works well but they're a few problems. I've marked every image with the two problems. Mark 1 - The bigger issue, why are some parts in…