thank you so much for the clarifications. one more question, what about smoothing groups? dose my high poly smoothing matters? or its only the low poly one's? I've read somewhere that you put all ur low poly under smoothing group 1 for hard surfaces modeling. Is that a good approach?
Depends what your uv layout looks like. - 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. :)
In my experience adjusting smoothing groups after the bake makes it worse. You have to keep the same smoothing groups on your final mesh as the mesh you baked with or you will get wierd smoothing errors. So it really really helps to just use exactly the same mesh to bake as your final in game mesh.
I think I asked this in another thread - Is there a MaxScript that will automatically make each UV island a unique smoothing group? Or, alternatively, is there a plug-in/script that will let me render a UV template that has each smoothing group colored uniquely so I can find smoothing group breaks inside my UV islands?
Correct. Smoothing groups are simply a way to control vertex normals. Smoothing groups are meant to simplify editing vertex normals, but I think they actually make vertex normals harder to understand. Vertex normals are a mesh-specific control. Phong is a shader-specific setting. They both control the "smoothness" of the…
it just interpolates. it really works like the mesh smooth in max, only thing is if you work with different smoothing groups it might create gaps. so best thing would be to keep everything smoothing group 1 and then bevel edges (or create an extra edge loop around the areas you want to keep sharp).
Thanks for the help guys. In the end it turned out to be the smoothing groups. For some reason they broke and appeared to be correctly assigned to the model but in the smoothing group box itself they polys were not assigned to any smoothing group. I had to go back to a previous version of the model but I managed to get…
Ok cool thanks guys. Im going to try and address some other things. Such as smoothing groups. From what Ive gathered any polygon with a edge angle OVER about 75 degrees should have its own smoothing group right? And I should base the uv's off the smoothing groups? >.>
My guess is that the smoothing groups on the lopoly model are flawed. The local space normal map probably bypasses the existing smoothing, so it looks better than the tangent space one. Are the smoothing groups on the model the same as when you baked out the normal map? I'm pretty sure they should be, to give correct…
For technical problems like this you should post in Technical Talk. I'ii give it a bash though. The quad termination technique you are using around the mouth is troublesome with smooth shading. Try running a loop around the outside of the mouth and when lowering the resolution slide the vets down an edge to give as much of…