I don't even like soccer. On the right, the highpoly model (46k tris), on the left the lowpoly (320 tris). I baked the normals from the highpoly one and applied them to the lowpoly. (imported from here) Maybe I can just add some more polies to the lowpoly so it doesn' look like it comes from an old soccer game.
So I've got some shading issues on a high-poly model of mine because I chamfered a few corners and now have a few octagons or what not. I was wondering if it'll cause any issues to bake this to a low-poly version as is or if I should clean it up. I'm a little lazy and would rather not clean up a model I won't be using for anything but baking.
Assuming that you're using Blender: Highlight all your verts, press CTRL+T to triangulate, then press ALT+J to quad...rilate. It's a guaranteed method to get rid of n-gons and replace them with tris and quads. Bear in mind that it sometimes can break your polyflow.
still work in progress but near to be finnished i think, have to release a beta one day needs rusty spots around and below the double t-girders and maybe some work on normals. critique welcome.
That's a pretty awesome weld. I decided I'd try it myself and see what results I got. I think yours still looks way better though. I'd like to know how you made your's but, here was my process. Cylinder (3 Cap segements) Edit Poly Pushed the center in Pushed the center toward one of the edge (loop-by-loop to get that "pushed" effect) Chamfered the edge and rotated it (so one side was raised and the other was dropped) Did that gradually on a couple loops. Arrayed 20 of them in a row, halfway intersecting each other. (Instances) Grabbed the first one and rotated the actual mesh till I got a desired angle on all of them. Converted them all over to editable poly so I could attach them. Applied a bend modifier of -10 degrees to get the sides slightly pushed up. Applied another bend modifier of 385 degrees to wrap them around.
I made a little normal map for the welding seams. the mesh is just a little cylinder ring I wrap around the places where I want weld lines
The results are amazing and that explains why they are so random. So much easier to do that in an image editing program than in 3d.
Because rendering in sketchup. Because rendering in blender. (all renders are of meshes I did in sketchup )
Rendered in Autodesk 3ds Max: Render in Autodesk Inventor: Inventor is much easier, but I really have no clue how to set up "nice" materials in Max.
My CAT 797B and my Nissan Patrol that I started for Rigs of Rods but due to life commitments I have ran out of time for both