Smoothing entire mesh works ok for organic subjects or characters. Anything boxy shaped or just having close to 90 degree angle in between polygons would need either split/hardened edge or a geometry bevel/ chamfer with vertex normals slightly rotated to be perpendicular to adjacent bigger faces . It's called face…
We Are looking for colaboratos! Join the Weird Forge Studio Team Founded in December 2022, Weird Forge is an independent studio from Spain born from the ambition to create a deep strategy experience for seasoned players. We are currently immersed in the development of our first major project: a Dark Fantasy PVP Turn-Based…
You need to split UV edge when you split vertex normals along an edge (i.e make the edge "hard" or in 3d max terms set different smooth group in adjacent faces. For a videocard it's no difference would you just split the geometry ) Beveled edge on the other hand allows you to keep smooth shading across it. So unified…
Max doesn't smooth the seams of your UV Layout when SubD-ing. But there is some kinda hack to get working UVs: Add an edit Poly Modifier below the TSmooth and Split all Edges (yes, all), go to Utilities > Channels Info and Copy your Maping Channel. Then delete the edit Poly Modifier and Paste the Mapping Channel. Have a…
DTools 1.1 has been released with an added modeling companion bar to help in the aid of hard surface modeling and other every day modeling tasks. Features include: *ESmooth: Edge based smooth based off of hard and soft edges. *Planar: *Circle Verts *Straighten Components Plus others! Download the trial Here ! Check out…
I've been mucking round in Godot lately trying to get some nice npr/toon shading stuff going and I got upset with reflections because they look smooth and realistic and boring. I don't want smooth and realistic and boring, I want my reflections to look like they're toon shaded as well. so.. To get toon lighting you…
@Neox Thank you very much for your reply. I don’t have any knowledge of 3D modeling, and since I’m the one who commissioned the work, I have the modeling files. What I’m wondering is simply whether there are any issues with the current sculpt when it comes to creating a cartoon-rendering style model like the images above.…
Hey guys! First post on polycount! I Wanted to share this piece, I hope you like it! Introduction I love games like Dead Island or Requisition VR. For this portfolio piece I wanted to get inspired by the crafty, impossible yet believable weapon designs of these games. What better than C4 attached to something like a…
Hi again ! The link to your portfolio clarifies it. I personally quite like how it reminds me of some earlier 3d pieces when people were experimenting with various approaches at their disposal or with this or that new plugin that just came out because processes (as well as popular art styles) weren't as unified as they are…
Maybe this will help. When it comes to smoothing you have to get out of the mindset of working in edges and start working in groups of polys. These polys go into this smoothing group, those go into another and where they meet the smoothing is broken. Smoothing often breaks at UV or material seams so if it helps to think of…