I don't know if you're trying to get as little geometry on your chamfer there or which turbosmooth method you are using (I am assuming control loops based on how this is modeled) - pick one of the below 1. You could make each of the 4 faces on your low poly (Edit Poly) a separate smoothing group, then enable smoothing…
ok I have been having this issue for time now with my normal mapping. A seam will appear, despite having my uvs merged and softened smoothing groups. This has been bugging the hell out of me for some time now. I beleive is mainly to do with the edges on my base mesh. Iam using transfer maps - High Poly (left) - Low Poly…
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So for those of you that have had the fortune (or misfortune) of using the Torque engine. Can you tell me these two items that I have had a hard time searching for an answer to. Tangent space maps: Red should be left or right? Programmer thought left but unsure. In case he was wrong and should be right, I just would need…
Hi there, i know...its yet an other normal map issue but i want to ask if i am doing st worng here. in the eat3d fountain dvd they use a workflow like this: - Creat highpoly - create Low poly - create UVs - insert edgeloops around corners ( no chamfering ) - Bake maps - delete edgeloops ( to get less confusion : all cubes…
Hi, so I'm new to 3D world and I thought why not just put in some pieces of work and ask for advice. This is a sword I created yesterday using Maya. It's one of the first meshes I created myself so bare with me :D Before I have mostly just done tutorials and tried to follow them. Unsmoothed: Smoothed in viewport:…
The tangent space in Blender is the same one that xNormal uses and actually has some pretty significant advantages over the tangent spaces in Maya and Max, which you can read about here. So there is noting wrong with Blenders baking in that regard ;) All in all, Blenders baking is pretty good in terms of workflow, it's…
Anyway; what I generally do is. * Keep the Quad LowPoly for final render. Sure, does look a bit cleaner than triangulated mesh for renders * Triangulate the LowPoly I want to bake. Save as Tris for baking. Triangulating is not always required but is definitly a good thing to do. On organic meshe the triangulation isn't…
Almost everything I make starts with splines. You'll have to go back a few years (like 15) to find decent tutorials - The main thing for me is to stick to corner and smooth points wherever possible - if you need a more specific curve, add points. Bezier handles are difficult to manipulate explicitly (can't be…
One thing related to Max that has been on my mind is the creation of smoothing groups. With a model that has smoothing groups defined in Max, is anything special exported in the obj? I ask because in using Silo, the only way to create "smoothing groups" for me is to simply break the edges, duplicating verts. I thought…