This course contains a little bit of everything with modeling, UVing, texturing and dynamics in Maya, as well as compositing multilayered EXR's in Photoshop.
during the modeling process i find my self looking at the model and seeing how edgy it is,. and that maybe normal. but i get the same resualt in the rendering
heres a pic of my friend model i have made on my own but can't get it smooth with out messing the thing up
Make sure your normals are facing the same way, to check this goto Display -> Polygon Components -> Short Normals
if any are facing the wrong way, select them, then goto Edit Polygons -> Normals -> Reverse
Another overlooked element is whether or not your normals are "hard" or "soft". As a rule, any hard edge should have hard normals, and vice versa. Hence, a perfectly smooth sphere should have all its normals set to soft. Consequently, a hard edge (as where two planes meet at an angle) should have hard normals along the edge in question.
This often becomes a problem when appending to the polygon (ie replacing/repairing deleted faces, &c), as the new normals aren't necessarily as hard or soft as the ones already on the object.
To change the hardness/softness of normals, select the offending edges (or faces) while in component mode and go to Edit Polygons>Normals>Soften/Harden and choose the selection box. When in the selection box, you can select any value between 0 and 180 (zero being all hard, 180 being all soft) to adjust the hardness/softness. Play around with it. I have found it indispensible in making hard surface or organic models look just right!
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