Hi everyone. Could you shed some light on my issue with this model?
This is the first model I started with the hi-poly version then did a retopo for the low-poly version.
I am having a hard time with the normals. The smoothing groups are set to UV shells using Textools in 3dsMax.
When on SP viewport everything seems to be fine, but when rendering with iray the surface seems to 'sink' on some areas.
SP viewport: everything looks fine
Iray render: 'sunken' areas
UVs
Replies
To fix that gradienting, check out what your lowpoly is doing vs your highpoly. From what I see without a wireframe, I think you've got this entire part smoothed over, while your highpoly has this detail flattened. So therefore, your normal map is trying to compensate via gradienting it out. Maybe break this part off of your uv shell, and give it a seperate smoothing group, and rebake.
You can always troubleshoot this by exporting it and checking it in yet another renderer, like Marmoset, or an engine like Unreal.
Doesn't hurt to give things a shot, instead of simply saying 'nothing u can do it's bugged'.
I just downloaded a Marmoset trial, checked the first model and the one with the new UV layout on the affected areas.
The first model on Marmoset:
The model with updated UVs:
- The left pic is from Marmoset. Everything seems fine.
- The right one is from SP's Iray. The new UV layout helped with most of the 'sunken' areas, but Iray also highlights their seams.
New UV layout:
Thank you everyone for helping me out.
Sadly, my SP license is for 2018 versions, so no 2019 possible fixes for me at the moment $$. LoL
Would you recommend a renderer I could use besides Marmoset?
UE4?