So I' m testing the new modo game driven tools. Everything works fine, except the smoothing groups tools.. I'm posting it here on the hopes someone had the same bug/problem that I'm having and might be able to help me figure out what to do. Basically every time I try to create a smoothing group it affects the entire mesh…
I'm having problems resolving a problem when I use the "Symmetry" modifier on top of my editable poly. Basically I started in 3Ds max where I had later finished the model in Mudbox where I went to "Level 2". Afterwards I sent it back in to 3Ds Max and I added the Symmetry modifier but it would leave me with jagged lines…
Hi there, so I'm just recently wanting to get into the High to Low poly workflow, which means I am starting to learn about dynameshing and other Zbrush features. Im currently having issues figuring out how to apply smoothing after dynamesh is applied, as it barely does anything at all even when I use Smooth Stronger. It…
It seems to me that your editable mesh has no smoothing going on at all, I would say the same .Wiki is saying; try different smoothing thresholds on your smoothing groups.
Ok thanks. Its Zbrush obj exporter which creates smooth normals by default. I tried exporting with fbx without smoothing normals and it worked. However, I also noticed that even with smooth normals fbx mesh looks much better than obj mesh.
Hello! Recently I've been sculpting a lot of rocks for practice, and have noticed that Trim Smooth Border often times leaves me some unpleasant surprises as shown below: I've been watching a lot of tutorials and while most people do mention that the brush can cause problems, they say that you can solve those by smoothing…
Hey Polycount. I just began a prop that I'm planning on sculpting in Zbrush to bake out some normals. This is my first time creating an asset with this process, so I'm a little confused as where to begin. The problem I'm having is that when I bring my mesh into Zbrush (which is comprised of multiple un-welded geometry), it…
If you are looking to start off the sculpt in Zbrush using the low poly model you have a few options: #1 - Dynameshing the pieces at a decent resolution so you can remove polygon face detail easily without affecting large shapes. #2 - Adding creases before subdividing either inside Zbrush or in Maya. #3 - Adding beveling…
Hi I am currently teaching an MA in game art and about to delve into modelling with subdivs.I have not used Smooth Proxy in a very long time but I was just wondering does anyone still use Smooth Proxy in Maya and also has open subdivs had any impact on modelling workflows ? Thanks Simon
Hello! Has anyone come across a method or script that will allow someone to quickly flat map UV's based on the meshes smooth groups? So rather than an angle threshhold, the flap mapping creates UV islands based on your meshes smooth group? Possible? Done before? Any info on this would be appreciated. Thank you!