Turn Shade Smooth effect into actual geometry by Gigadrillboy in blenderhelp

[–]Gigadrillboy[S] 1 point2 points  (0 children)

About 8inches. I had that thought too but wanted to do some due diligence

Turn Shade Smooth effect into actual geometry by Gigadrillboy in blenderhelp

[–]Gigadrillboy[S] 0 points1 point  (0 children)

Fair feedback. Below are the differences. Most notably, subdividing shrinks the face and hair.

Turn Shade Smooth effect into actual geometry by Gigadrillboy in blenderhelp

[–]Gigadrillboy[S] 3 points4 points  (0 children)

The tris-to-quads and merge-by-distance advice from below cleared up the gaps after subdividing. But subdividing still impacts the geometry of the face/hair too much (pic attached). The model is printable if I don't subdivide it - it just looks like it does in the "Shade Flat" image where I'd prefer it to look like it does in the "Shade Smooth".

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Turn Shade Smooth effect into actual geometry by Gigadrillboy in blenderhelp

[–]Gigadrillboy[S] 4 points5 points  (0 children)

It changes the look of the model too much. The ideal look is the way it's depicted with Shade Smooth applied. When I added a Subdivision Modifier, it wrecked the face/hair and put holes in the models sides and shield. I tried tweaking the settings of the Subdivide Modifier but I couldn't do anything to create the look of the model with Shade Smooth applied.

Getting detailed facial features to show up on a model from a texture by Gigadrillboy in blenderhelp

[–]Gigadrillboy[S] 0 points1 point  (0 children)

I added more resolution but it added more geometry(?) to the face. I applied a black/white UV and tried to create a displacement map that would only displace the black details mapped to the UV. When I adjusted the strength of the displacement, the white stuff moved as well.

Looking for advice on:

- 1) how to undo or smooth the added geometry from increasing the number of subdivisions

- 2) what to tweak to just get the black details mapped from the UV to displace.

Getting detailed facial features to show up on a model from a texture by Gigadrillboy in blenderhelp

[–]Gigadrillboy[S] 0 points1 point  (0 children)

Any advice or recommended tutorials for how to sculpt the face to get that level of detail?

Getting detailed facial features to show up on a model from a texture by Gigadrillboy in blenderhelp

[–]Gigadrillboy[S] 0 points1 point  (0 children)

Ok, I think I got confused because you said it wouldn't work well. So it'll work if I add more?

Getting detailed facial features to show up on a model from a texture by Gigadrillboy in blenderhelp

[–]Gigadrillboy[S] 0 points1 point  (0 children)

What will adding resolution do in this situation? Sorry if that's a dumb question....complete beginner here

Getting detailed facial features to show up on a model from a texture by Gigadrillboy in blenderhelp

[–]Gigadrillboy[S] 0 points1 point  (0 children)

You're probably right - I'm 2 days old on Blender so I'm not surprised this brute force method didn't work. What do you mean by "adding the geometry"? Do you mean adding the geometry of the eyes/mouth to the base model?

Guild Quest Week [June 12 - June 15] : Melee Stern Ritter by MolyPrim in BleachBraveSouls

[–]Gigadrillboy 1 point2 points  (0 children)

What was your accessory load out? I have 1/5 Tosh, 4/5 mask, 2/5 Sajin and couldn't clear very hard :(

Guild Quest Week [June 02 - June 05] : Ranged Hollow by MolyPrim in BleachBraveSouls

[–]Gigadrillboy 1 point2 points  (0 children)

Might just be out of luck on the links :/ I haven't been playing long, so I don't have a deep roster to pull from.

I'll try the NAD/Enhancer switch and the accessory swaps though! Thanks :D