Hard Surface Edges at Oscar Dinah blog

Hard Surface Edges. Subdivide the model to smooth surfaces. Uv seam placement is about optimizing usable. Let me know if you need further clarifications. Weighted edge creases for subdivision surfaces allows you to change the way subsurf subdivides the geometry to give. Hard edge placement is about controlling low poly smoothing behavior and baked normal gradation. Create sharp edges and distinct features using hard edge modeling techniques like beveling and edge loops. I'd recommend doing this over with zmodeler (key functionality to use is qmeshing polygons and inserting edge loops). Alternatively, and as mentioned by substance painter, you can add a seam on hard edges of the uv map (that's why the warning is named missing seams on hard edges). No sharp edges = no missing hard edges. There are a few ways to do this but the quickest and most efficient (in your case here) is to just smooth it the same way, using shade smooth and then adding an edge split modifier. That'll give you clean, minimal topology that you can then subdivide.

Mudguard Models MUDGUARD TUTORIAL BASICS OF HARD SURFACE TOPOLOGY 101
from mudguard_models.artstation.com

Hard edge placement is about controlling low poly smoothing behavior and baked normal gradation. Create sharp edges and distinct features using hard edge modeling techniques like beveling and edge loops. I'd recommend doing this over with zmodeler (key functionality to use is qmeshing polygons and inserting edge loops). Let me know if you need further clarifications. Alternatively, and as mentioned by substance painter, you can add a seam on hard edges of the uv map (that's why the warning is named missing seams on hard edges). There are a few ways to do this but the quickest and most efficient (in your case here) is to just smooth it the same way, using shade smooth and then adding an edge split modifier. Subdivide the model to smooth surfaces. Uv seam placement is about optimizing usable. That'll give you clean, minimal topology that you can then subdivide. Weighted edge creases for subdivision surfaces allows you to change the way subsurf subdivides the geometry to give.

Mudguard Models MUDGUARD TUTORIAL BASICS OF HARD SURFACE TOPOLOGY 101

Hard Surface Edges Hard edge placement is about controlling low poly smoothing behavior and baked normal gradation. No sharp edges = no missing hard edges. Create sharp edges and distinct features using hard edge modeling techniques like beveling and edge loops. Subdivide the model to smooth surfaces. Weighted edge creases for subdivision surfaces allows you to change the way subsurf subdivides the geometry to give. Alternatively, and as mentioned by substance painter, you can add a seam on hard edges of the uv map (that's why the warning is named missing seams on hard edges). There are a few ways to do this but the quickest and most efficient (in your case here) is to just smooth it the same way, using shade smooth and then adding an edge split modifier. Hard edge placement is about controlling low poly smoothing behavior and baked normal gradation. I'd recommend doing this over with zmodeler (key functionality to use is qmeshing polygons and inserting edge loops). Let me know if you need further clarifications. That'll give you clean, minimal topology that you can then subdivide. Uv seam placement is about optimizing usable.

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