Dear polycount people, i could not find any solution to my problem, so i hope you are able to help me out. I started with dynamesh and finished my first steps there, went over to subD and polished it. Then i noticed this issue ( maybe caused by backface drawing on a thin object) I have an issue with my mesh as you can see…
hmmm... I'm gonna have to disagree with you there on the good and bad thing. The problem with using a lot of smothing groops like that is you aliasing is going to really show in engine. Yes, there are some odd curves on the non smoothing group version, but those can be fixed by manually editing the normals on your final.…
As promised above, this post is my tips about Cinema 4D's "Normal Tag"... In Cinema 4D, Vertex Normals (and thus, the 'smooth-shading' aspect of mesh objects) are normally generated and maintained by the "Phong Tag". The Phong Tag has options for setting a "Phong Angle" (smoothing angle) as well as an option to honor phong…
Thank so much , really appreciate your time! I should clarify, * The reason it's faceted (not smoothed) in the Blender file is because I was only focusing on trying to find out where/why the stray verts are coming from. Before i noticed the problem, I had been Smoothing and Triangulating it all for export as .fbx file. My…
I'm currently working with trim sheets to texture a roof, and I'm aiming for a smooth geometry. I'm curious about how to achieve a smooth appearance on low poly models without baking from a high poly mesh. When texturing in Maya with trim sheets, do you simply add bevels to the low poly to enhance its smoothness? Or is…
You can learn about the algorithm by googling for catmull-rom smoothing and/or bicubic interpolation What's most important to understand is that the position of a vertex changes after smoothing based on the relative position of it's first and second neighbours. If you want tips on how best to structure your input mesh,…
Hi! I’m new to modeling and practicing SubD in Maya. I’m working on a bottle-like piece and I’ve reached the rounded end (think test-tube bottom). I’m not sure what the best way is to close this shape under smooth. Because it’s SubD I assumed it should be all quads instead of collapsing to the center, but when I fill it…
Hi everyone, i have a little bit problem that i think is easy to fix it but i can't after several tests I tried smoothing 45º and smothing groups from UV shells. Doing that, this error is fixed BUT the edgers are strong and i have the other problem that to fix it, you need to smooth them, but doing that i have the first…
Hey Guys, Having problems baking a mirrored normal map, pictures will prob explain better than I can - ALL faces set to one smoothing group - MirroredGeo set to different smooting groups - Normal map in diffuse Channel - The UVs As you can see, when all faces are set to one smooth group I get a weird offset seam, any…
That is because I've modelled them to be functional like the rest of the lights. They look funny right now since the entire assembly is marked transparent due to some material overlap with the other lights on the car at the moment. I'll have that fixed once I manually make the alpha layer in Gimp. As for the lights I made…