if anything, id cut the hatch polygons as NormalDetail, but keep the bevels on the edges of the box. You'd be surprised how much taking the time to add the extra polygons on the edges to try to elliminate jaggies helps. The metal edges do seem a little too fucked up to be natural. Id go in maybe and add some dinks, dents,…
This has been shown before but I thought I'd chime in since some people seem to be making it much harder than in needs to be by working on a solid Sub-D model. The benefit of using a reference with a stack means you can work on a really simple model and get instant feedback. Don't worry about quads or tris, in fact, adding…
When i have a simple geometry its easy to produce viable UVs with automapping. The problem is when i use "insert edge loop" i cant make them at the grid lines. You can insert the edge loop and change them but this sucks because you stretch the UVs. Bevel is no option because its destroys your UVs much more. When you have a…
The problem that I am having is where the rectangle-shape
comes into the side of the cylinder; that face-area of the side of the cylinder
doesn’t curve like the rest of the sides of the cylinder; it basically sticks
out when I put it into smooth preview. This is one object by the way. My images show the four corners that…
I am attempting to write what I assume is a pretty simple mel script to achieve this behavior: • Select shortest edge path based on current selection of two verts • Switch to edge component mode • Set selected edges to hard I got as far as finding this: polySelect -shortestEdgePath 10 100 pPlane1;, but got stuck trying to…
I'm modelling AR15 receiver and made those intersecting pipes which has obviously different edge flows compared to boxes or standard cylinders. but I think there won't be any problem attaching pipe object to main (box based)object as long as I maintain quads and curvatures. [img]http://i.imgur.com/1s3o4ro.jpg[/img] But…
hi, i want to create an lowpoly mesh for ue4 in maya2010 with rounded (smooth) edges for ue4... but everything i tried, was not acceptable for me: - i made an lowpoly mesh in maya 2010 and went to zbrush and subdivided it several times, so that it looks good for me. - after this i exported this highpoly as an obj. - than i…
What causes this phenomenon and how do you fix it? I model in 3ds Max and suddenly I have my mesh acting strangely after applying a turbosmooth. It looks fine in the low poly, but then upon smoothing there are changes in direction that I don't understand. Sometimes their are hard pinches on edges that don't want to relax…
That was a weird title!? now here's the Question. I have a really detailed model made in another app using the oldskool hardsurfacing method (adding edge loops closer to an edge to make it harder). I have laid out the uv's and now I want to further detail the piece in Zbrush. Like adding scratches but noooo colour, thats…
Epic games will reject A for modular assets. That's mainly because modular pieces should work inside their grid and hopefully never outside into the next grid space, or they will potentially intersect with things outside their grid. So a walls thickness is always into the room it's facing and never extends out beyond. C is…