Pixelmasher: I believe what Keen is (correctly, it seems) saying is that you won't get 'fairly sharp' edges at all. You'll get entirely sharp edges, making the normalmap and specular much less useful, in my opinion. If that's what Medestruit was going for: fair enough. Nothing in life is that sharp, though, and rounding…
Actually, I just exported something from Blender to Max (as obj), and it appeared with Smoothing Groups intact. No edge splits either, oddly enough: In the import settings in Blender it says 'surround smoothing groups with sharp edges', but the edges don't show up blue (as sharp edges do), and marking edges sharp doesn't…
There is a reflection toggle? That is news to me =D Specular and reflection are one in the same, if you want a blurrier spec/reflection turn the sharpness done, if you want sharper reflections, turn the sharpness up.
improving - watch the corners of the mouth, they are a bit sharp and some weird shading errors there. perhaps the sharp lines should be softened off a little on the neck, she is getting a bit mannequin looking in places
Seams from islands is only used as a lead-up to selecting the mark as sharp feature... You could always select the entire mesh and clear seams once the edges are marked as sharp :P
Hey people, Is there any reason why I shouldn't bevel every sharp edge (instead of making them sharp) as I understand it any where there is a sharp/split edge, those verts are doubled (to the gpu at least), if you bevel the same edges the verts are also doubled, but with bevels you can have UV seams anywhere you want for…
Hello Polycounters, as the title suggests, this thread is about how to achieve that rly crips detail in lowres textures to avoid that blurry mess. Therefore iam looking for crips and sharp brushes that seem to be hard to find. To show you the problem i got with most ps bruhes: The crips one is a brush that stays even sharp…
Or even better, change the angle of Auto Smooth to 180 degrees and mark your sharp edges manually. That way you have a full control of smoothing groups in your low poly mesh. One more benefit: Once you're done with your sharp edges and you'd like to UV unwrap your mesh, you can quickly select all of your sharp edges with…