wired shade

posted to: Retopologizing

1st of all im so sorry for asking too many questions but im bit confuse here like after Reopologizing my hub the holes are giving little bit weird shade I just wanna know is that gonna cause any issue later in texturing?

  • muqaddas replied

    024-03-20 035342.png
    024-03-20 035447.png

  • Martin Bergwerf replied
    Solution

    Hi Muhammed @haamza ,

    I think, that in this case, you can just leave it like that; it will not be noticeable, when this is textured.

    You can also try to move some Vertices around, trying to get the spacing more even (the area above the hole is more dense, than the side, for instance), Some of the Quads above the hole seem to be non-flat, that might be causing the shading issue. But the result will not be using the Normals of the retopologized Mesh, but those of the High Poly Mesh, so that shouldn't be a problem.

    Or, if you want, you can re-do the area around the holes (left and right from the hole are different), that's up to you.

    If you are going to apply for a job in the industry, you don't want to showcase it like this, but otherwise you'll be fine to leave it (in my opinion).

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  • muqaddas replied

    Thanks a lot Martin Bergwerf for clearing my confusion 


  • Chunck Trafagander replied

    Hey @haamza! I would agree with everything Martin had said, I think your best best would be to space out the verts a little bit. A big reason that could be happening is that you have some quads that are starting to stretch and become thin, which shading algorithms generally don't like. If you are baking out a texture from your high-poly, and the high-poly looks good shading-wise then it won't be as critical of an issue, however something you could also take a look at is adding a Weighted Normal modifier to this model, if you haven't already. Sometimes that helps correct shading artifacts. You will need to enable Auto Smooth for this to work, but I usually find it helps me out!






    1 love
  • Omar Domenech replied

    Maybe also the lessons on subdivision can help clear things out even more, linking you up Scotty:

    https://cgcookie.com/lessons/subdivision-surfaces

    https://cgcookie.com/lessons/lesson-14-subdivision-surface-modifier

    1 love
  • Adrian Bellworthy replied

    The reason for this 'weird shading' is the topology.
    Look at the difference in the edge flow from the top and bottom.
    I marked the harsher angle (red) to highlight the difference with the smoother (green)

    shading_issue.jpg

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