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Any advise on how to clean up the smoothing here?
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>>498548
What the fuck have you done to that poor mesh?
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>>498552
I... don't know...

Which is exactly why I need help.
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That messed is fucked. You are better off simple starting over and tracing over what you already made. It looks like you did something to seriously fuck that one up. If you aren't quite sure what you are doing, watch a tutorial or two on box modeling. You should just be using extrusions, loop cuts, and moving verts. Don't add any weird things like ngons (faces with more than 4 verts).
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>>498558
I shouldn't have any Ngons, I'm super careful about making my geometry in that regard.
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It's not shaded; what smoothing? You can't see any shading. Get rid of the retarded texture and turn on lighting so we can actually see if it's smooth or not.
If you mean to ask "why is my textured fucked?" then it's probably because you haven't UV unwrapped it.
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>>498573
The messed up shading is the yellow and blue being all jacked up.
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>>498575
Why is it yellow and blue? Make it gray so we can see the fucking thing
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>>498575
Are you telling me you have a snot green light source with royal blue shadow colour?
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>>498604
Its a modo shading style, not sure what its purpose is. 'Gooch tone',

OP, Run mesh cleanup and press tab.
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>>498571
>I shouldn't have any ngons
>I have tons of triangles instead to make up for it
I see tons of ngons in there m8
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>>498673

It may be a terrible mesh, but I don't see any ngons. Feel free to highlight some.
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File: Untitled.png (719.68 KB, 2936x1258)
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>>498697
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>>498699

Are you retarded? Look at the wireframe. But this time use your eyes instead of your asshole.
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anon, if it helps: my first mesh was even worse

keep trying!

also, donĀ“t stretch those quads at the back of the heli too much
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>>498668
Thanks, I'll give it a try.

>>498704
What do you mean by stretching the quads?
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show the mesh in solid shading
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>>498548
thats modo ?
go lists>other maps and delete anything there
and set your materiel smoothing angle in the shader materiel properties form 40% to ether 100% for smooth all around or 0% for hard edges
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File: update.png (539.75 KB, 2917x1234)
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Oapie here, thanks for the help guys, got the overwhelming majority of my issues fixed.

Also normal shading for you puritan types. I think the gooch tone shows errors in the smoothing groups a lot better imho.
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File: Bhawk.png (1.04 MB, 2939x1259)
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>>498752
TRIS
R
I
S
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>>498842
kek
that triggered me also when i saw it
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>>498842
Whats wrong with tris if it allows me to get the exact shape I want?
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>>498873

Good luck adding or removing loops with your willy nilly topology
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>>498875
Fair enough I suppose, but I don't need to do that there at this point.
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>>498876

You absolutely do, look at the terrible top of the engine. It looks like crumpled paper.
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>>498877
Care to elaborate? I did a bit more cleaning up this morning.
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>>498879

This bit.

Also remember to use reference images. Just using blueprints won't show you all the shapes.
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>>498883
I'm a crewchief on mike model blackhawks, references are not in short supply. I don't have the UES stacks modeled yet though, so I'm not sure what you're on about....



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