Hello,
So I have a rifle model with some of my problem areas circled (many problem areas this is just the ones I'm on right now):
The issue I'm trying to fix is the hard edges better visible here:
Subdividing the model gets rid of these hard edges which is expected, but is there a way to soften them on the low-poly or did I just do a poor job of modeling the shape? The goal is to import this into a game at some point once it's polypainted. My plan is to Subd > polypaint > export diffuse and normal.
It seems that even with a normal map and diffuse map the applied to the low-poly model it still looks to jagged instead of smooth. Any suggestions are very much appreciated.
Replies
This is correct. Zbrush does not use vertex normals to do its smoothing and doesn't use standard 3d shaders like most programs since the model isn't in a 3d environment (no camera, no lights, etc). Low poly models will look faceted, and only appear smoother at higher subdivision levels since the new polygons (while still faceted) eventually become too small for your eyes to notice the difference.
This is purely a zbrush thing, and shouldn't affect how the model appears in any other program.
If you baked your maps in zbrush (I wouldn't.... ) then I would recommend checking the textures and UVs; especially if the model is coming from 3dsMax, as there is a tendency between these two programs to detach every UV and flip them individually which can lead to noticeable faceting in the result. Otherwise I would recommend baking your maps in a program like xnormal where you can control the vertex normals of the lowpoly model, specify the tangent basis, use higher padding values, etc.