It depends on what you want to use the Normal map for. If you're using the Normal map purely to smooth out the cylinder then don't bother, just add more sides to it. A few more edge loops to smooth it is cheaper than loading a normal map. If however you are going to stuff like rust on it using a normal map then you could…
Here is a video that explains it. Essentially What you do is build a model with smoothing groups in the exact shape you want and the edges you want. Then add a turbosmooth and click on smoothing groups and than add another turbosmooth to smooth the edges out. The video shows it a bit more clearly. [ame="…
Then we just found whats the issue... You need to have uv splits along the smoothing spits when you bake using the smoothing groups method. Also apply some padding between them. You should check out the "you are making me hard..." sticky thread in the technical talk. It explains how to do this whole smoothing…
There either normal or smoothing errors, I presume your models are smoothed correctly in Maya so make sure you are using ActorX to export from Maya and check obey hard edges (convert to smoothing groups) when exporting. Be sure your normals are tangent space not object and also be sure you're compressing the normal map…
Hello everyone! I already made a few examples about this to a few of you, but I thought it would be more useful to make a tutorial from it, so I won't have to write it down every time when it comes into the topic. Also this technique is becoming more and more popular as the next gen limitations allows us to use more geo,…
Hi! I have this model and it's giving me strange artifacts. My low poly is very similar to my high. I thought it would be straightforward where the edges would get smoothed but no luck... I really don't know what the problem is. I have tried various things to no avail. My smooth groups are fine, bake groups are fine, cage…
Im currently working on a jet plane, and it has a lot of smooth flowing aerodynamic shapes. Im having a lot of trouble making these shapes, because I cant "add more geom" because then it would be impossible for me to smooth out the surface.. (too many vertices) heres an example of the sort of stuff that im dealing with: as…
I've never made a extreme low resolution model of a high one, it's a practice. What is "split smoothing groups"? So, I should mark seam along hard edges, like here:
I think the hair brings down the rest of the piece, could be cool to have a look at some nice stylised refs like this or this :] at the moment it kinda just feels like mushed up clay to me. I also don't quite like the lips either because they don't match the rest of the stylisation, but that's probably just subjective (If…
oh thanks respawn! I didnt see the little attributes thing! Thanks for the other info on smoothing groups guys. So splitting edges is also how max/maya do their smoothing groups? They just don't call it edge splitting? I just want to make sure it isn't destructive or anything. Why does exporting face normals do the same…