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Anonymous at Sun, 28 Jul 2024 13:23:17 UTC No. 990857
This must be something really basic, but. Lets say there are two concentric cylinders like picrelated.
When you look at them individually, smooth shading works just fine. But when you look at them together, at their shared overlap surface you will notice the true lowpoly geometry of bigger cylinder is now visible.
How would you fix this?
Anonymous at Sun, 28 Jul 2024 13:33:12 UTC No. 990858
>how do i make a polygon rounder?
Anonymous at Sun, 28 Jul 2024 13:48:18 UTC No. 990859
>>990858
So is there no other way than increasing geometry? I suspect it might be possible to join them and do something with them, but I'm not sure what exactly should it be.
Anonymous at Sun, 28 Jul 2024 14:10:39 UTC No. 990860
>>990859
If you have a seam between polygons you want to make look smooth you do a chamfer between them and edit the normals on each side so a 1 polygon edgeloop looks like a smooth quartercircle blend into the adjacent geometry. That's how lowres geometry is done to remain very low poly while looking a lot higher res than it really is in many modern games.
Anonymous at Sun, 28 Jul 2024 15:00:13 UTC No. 990865
>>990857
I would learn subd modeling
Anonymous at Sun, 28 Jul 2024 16:37:13 UTC No. 990867
any intersecting geometry is going to highlight the edges of the polygons. you could combine the cylinders and use normals and shaders to make it look smoother but that would consumer as much or more resources than just adding polygons.
Anonymous at Sun, 28 Jul 2024 17:09:35 UTC No. 990876
>>990868
>Is that another name for applying subdivision surface modifier?
Yes. However, you need to have a good grasp of topology to do subd modeling well. It's all about edge flow and edge loops, but also knowing where you need extra geometry to avoid pinching and stretching.
Anonymous at Sun, 28 Jul 2024 22:47:09 UTC No. 990899
>>990857
Bro, don't you already have a thread? Ask in there.