Started work on the high poly model, I have started off by modelling the nose of the car. For the high poly I am using the double turbo smooth method: one modifier smoothing by smoothing groups and the other just using 2 iterations.
So I've done a bit of testing with normal maps in Unreal to see how optimal I could make my results, after testing different things for years. I've known about smoothing groups causing issues for normal maps for years. But only recently learned about how different engines use different tangent spaces and not all normal…
Hey guys thanks for the advice I did a test using the split polygon tool and the smooth tool which resolved the problem for me. I'm looking to create quite a smooth sweep and amnt worried about polycount so smooth seems to have created the best result.
the problem is you're making it to look nice smoothed, instead of nice on it's own. sometimes the two coincide, but often they don't. i can see your shapes are kind of chunky and slightly exaggerated so the smoothing will put the silhouette where you want it, but without the smoothing it looks... chunky
So it turns out that all the traingles from CAD geometry don't have smoothing groups assigned, even though the normals separated along the hard edges and unified on smooth edges. Soooo.... I had already unwrapped the mesh, so just before resetting all the normals I ran a script I found here by RenderHJS that assigned SGs…
Thank you for mentioning that! I think it was indeed a smoothing group problem. It seems that ZBrush assigns smoothing groups automatically when transferring to Max using GoZ. Anyways, I put everything in the same smoothing group and here's the result - not the same cube, but similar. Looks a lot better!
So guys, i increased the smoothing angle in Modo, and it provides what the model looks like in game except I have taken the texture off. I adjusted the surface normal preference in modo (smoothing angle and smoothing) and its presented this: hopefully this will do xDD
Extended her legs shrunk her head, lengthened the arms. And pulled out a bunch of edge loops. Also completely got rid of the mesh smooth so I'm in the process of doing smoothing groups. I'll post an update when I finish with the smoothing groups.
Why is the Smoothing Groups & Hard Edges section lined out? It looks correct to me, shouldn't you use smoothing groups? I just re-baked my normal map for my gun with only one smoothing group and the normals were completely destroyed.
This is why I have always avoided Max's crease tools... is that it would put that harsh edge in there like a smoothing group. I am not seeing this Catmul Clark option... :/ EDIT: So... "Classic" smoothing method is Doo-Sabin and "Quads" smoothing option is Catmull-Clark?