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Weekly Update #1: Edges - Hard and Soft.

Since the last update I've attempted to make our model transfer easily into Zbrush so I can easily texture and create a very smooth version of our model. The only problem however is hard edged modelling is not something I've done very often. I'm aware of the technicalities of it, the neccessity of many faces in order to stop Zbrush from smoothing out the edges. And so we have the latest development with the Android robot.
Above we have the model as it was from the previous posts, transferred directly into Zbrush. Once it's been divided however it is quickly smoothed out to create an object with no distinct areas:
So I went right back to the model in Maya. Following the edges I needed to be more distinct I began beveling the object and creating what I hoped would be a much harder edge in Zbrush:
The result was successful for the most part! Many edges had now become much more distinct and it felt like a much better high poly product.
However; as you can see, there is some definite problem with the front screen on the Androids chest. I designed these two be two separate Objects so that a texture could be placed in this area directly onto the Android, and it would have a clear glass sheet over it, better replicating the design of an actual phone. for now however it's proving to be difficult to get a smooth clean result with those hard edges. They seem to either be smoothed, or broken. I'm yet to find a solution but we'll see how it progresses next week.


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