Currently watching the new tut. pretty good so far. love dat "ugly" geo :P Do you ever get a smoothing problem when baking normal map in modo? like part of the object is smoothed and other part have no smoothing groups. only occurs in normal map? Ps will you be making other tuts in the future, maybe some cool photoshop…
I so lied! I totally didn't start over. I was able to smooth the muscles out w/o any bumps using the directional smooth so that i have more control of smoothing the surface of the muscles without destroying the form all together. :D Here she is with final-ish muscle pass, 1st face pass. hands and feet next.... and i guess…
Once again, I'm puzzled. If you look at the pic, you'll probably know what's wrong: I think it's a smoothing group issue. I used maya to model the leaves, and it's all geometry. No alpha at all. Anyone know what might be causing this? If it IS a smoothing group issue, how do I fix it? I've tried both smooth and hard…
Oh,and also I figured out something that I have ray misses. When I assign the smoothing groups I have completely crisp low poly model.Isn't it right way to bake that? You know in modo previously we didn't have this option so we had to split the UV islands in order to get smoothing groups.Now I'm only assign the smoothing…
New Update http://www.digitalfossils.com/Download/NVil-Apr-03-13.rar Summary of changes: * A few options for sharp/smooth/normal edges rendering. View > Object Shading > Normal/Sharp/Smooth Edge Options >... Note: 'Toggle Hard/Soft Edges' is rename to 'Toggle Sharp/Smooth Edges' and the related hotkey/RadialMenu settings…
This looks more like unwelded verts or wierd smoothing groups more than anything to do with the normals map. Try welding your uvs, making sure everything has the correct smoothing. The pictire with the flat normals looks like it has incorrect smoothing, i dont know anything about UE3, but in our engine if i were to get…
You can use normal maps to smooth corners and transitions. I am doing it right now on the stuff I am making. We are also only using 1 smoothing group on the low poly model. I have made a few high poly things items that when put on the low poly the corners still look chamfered and round and smooth. So OTT SHUT UP you old…
http://www.polycount.com/forum/showthread.php?t=135400 I'm still working on last month's challenge (20) linked above. At this point I have a few questions about scene management: First of all this was my first time dealing with so many things in so many files. If anyone has scene and file management advice I would love to…
Ok, so I'm new at taking the idea modeling to low poly in regard for use in a game engine. I'm starting out simple. I've done some research on mapping and such as I've really only focused on the modeling aspect itself in high poly. Right now I'm working on a Pick head Axe in 3Ds Max. From what I understood from various…
SharelleCottee - Off to a good start, before you start beveling things I'd add some support edges around the main body of the binoculars and round off the corners on that ring piece. Should smooth more evenly and give you a better low poly from the start. Hope that helps. Been working on the low poly but I also finished…