This is a quick piece I made to practice a Zbrush to Max, High to Low pipeline. Everything is going smooth so far but I do not know what to do to fix the artifacts I have circled in the render.
Should I break the UV Shells and just have an unwrap with some random poly clusters? or Is this more of a smoothing group problem?
Any help is appreciated! and feel free to critique anything else!!!
-Stockwell
Replies
- You could split smoothing groups at the UV shells ( my favorite )
- You could keep it all on one smoothing group ( first option is better imo )
For option 1, you can run a script inside "TexTools" that splits the smoothing groups at UV shells.
I'm still getting some seams, mainly along the top edges, but much better.
Make sure your green channel of your normals isn't flipped. Most shaders have an option to 'flip it' otherwise, invert it inside photoshop.
If that doesn't help... - are you baking with a cage? :P
and I am baking with a cage. Just a projection modifier that I cleaned up a bit and Render to Texture in Max. I'm open to other suggestions?