I have started learning high poly modelling and I am running into a modelling issue which I think that there must be a easier en better way to get around to. I hope that somebody can give me a tip for this. Here we go... Often I have a poly that is at a "weird angle" and this poly I want to add some new edges to. Here is…
Normally you model things like 1 but sometimes version 2 is also ok considering the cubes do not intersect each other but rather small one without back face is floating on surface of big one with tiny gap. Intersecting shapes makes co called "Z-fighting" in games . Not only perfectly co-planar things but even such cubes…
Thanks Bertmac and snoops3d for the reports. This really baffles me! Just for me to better understand what could be going wrong, feel free to try these steps and let me know if they affect the issue in any way: - Select the dDo PSD document - Make sure dDo is hooked up with the document by pressing the refresh button at…
Looking pretty good. Here are some things I noticed. - The bulb has a wide but thin fillament, so typically the whole thing would not light up evenly, you'd get a burnt white center and then more clear edges. - The folder up front has damaged/burnt top and bottom but pristine along the border. It would be opposite. The…
hey man, solid start but i think that AO doesn't look very good. if you want to go the dynamic lighting and shadows way, i suggest increasing the radius of the AO to make it more "ambient". the edges of the pillars and other objects are very sharp. although i don't agree with the saying that no edge is truly sharp, i do…
If you're not generating from a highpoly source, your uvs are much, much less important. You're always going to get visible seams/aliasing when you don't have a high res source but do have hard edges, so you don't have to set up your uvs in any fancy way to avoid them. Set up your smoothing so that it looks good, that's…
For the "extrusion" of the stuff on the panels I just make sure the normal map edge angle in the flat texture will be sufficient for a 90 degree or 45 degree angle and I put the sides on a separate shell, usually you can get away with just placing all the sides overlapped, only important thing is that the color matches the…
Very much debatable, but that is for another time. I do also agree though, especially when starting out with hard surface type modeling, that a traditional approach such as Maya/Max/Modo are the way to go for something like this. Would give you the control needed to get used to the difference stages, such as block out,…
currently stuck working on the high poly, obviously since im new to this i figured id run into some problems and heres my first one. edge termination without ruining the nice smooth area of another part i extruded in the ridges in the grip but i havent been able to figure out the best way to terminate the ends. in the…
Yay, it indeed works! This is a very useful for anyone using Blender as their main modeling app, but need to set up their stuff for Maya, Max or Modo and so on. I couldn't get maya tangent space from handplane to work in Maya 2015's viewport 2.0. But object space work beautifully though. Unity and Blender most likely use…