Kawasaki kx250 w.i.p

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zebzone235
Posts: 371
Joined: Wed Apr 18, 2012 3:40 pm
Team: Lindqvist Racing
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Re: Kawasaki kx250 w.i.p

Postby zebzone235 » Sat Jan 13, 2018 1:08 am

Jeremy150 wrote:Yeah I would definitely go less on the cradle. Try something like 12 sides. Also where you cut holes in the frame, if you leave it how it is, you'll end up with horrible shading in game. I try to keep any holes inside of a quad, so I can just use triangles to connect them. That will help a lot with your highpoly and bakes. You pretty much never want to go with a n-gon.


Blender sort of automatically makes tris for me, like for example the hole i made in the part that holds the cradle to the top of the frame.
I use the boolean tool to cut holes idk if there's an easier solution than that
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Jeremy150
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Re: Kawasaki kx250 w.i.p

Postby Jeremy150 » Sat Jan 13, 2018 1:14 am

Nah that's fine to use the boolean modifier, that's how I do my holes as well. I mean connecting the verts like this so you don't end up with n-gons.
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zebzone235
Posts: 371
Joined: Wed Apr 18, 2012 3:40 pm
Team: Lindqvist Racing
Location: Ronneby. Sweden
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Re: Kawasaki kx250 w.i.p

Postby zebzone235 » Sat Jan 13, 2018 2:17 am

Jeremy150 wrote:Nah that's fine to use the boolean modifier, that's how I do my holes as well. I mean connecting the verts like this so you don't end up with n-gons.
Image


Ooh yeah i get you now, thanks for that tip, no wonder my ao bakes always gets weird
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