Hello! I really thank you for answering this question I had. I did what you mentioned as you can see in this screenshot, I hardened the edges with "Mark Sharp" and instead of applying "Shade Smooth" I applied the "Shade auto smooth" (I saw it in a video that talked about hardening the edges). When doing this, the strange…
The normal align is ripe for an overhaul. 1) It doesn't work with snaps, so trying to align the center of a face to the center of another face is nearly impossible. You can click and drag the align gizmo around when you are selecting your faces but they don't snap to anything. So you have to "align" and then snap, just…
Thank you very much all of you ... your responses and advices are really helpful and useful for me.I will definitely try to take as much possible from it. Fabi_G said: so if i understand this correctly i should bevel edges on my HP at least little bit even if they are completely sharp in real life or on reference ? Yes i…
Some engine use Roughness (Unreal, Blender) others Smoothness (Unity). It should be written in the documentation of the engine, but is also apparent from the parameter name. Roughness is the opposite of Smoothness. So with Unity using Smoothness, it's to be expected that the result you get is different/inverted Smoothness…
I just found out something super odd... My mesh is fully smooth both high and low when I did the height bake yet I would see the facet look on the normal after stamping it. I did a dynmesh in zbrush then manually smoothed the mesh and when I did my alpha doc grab it came out perfectly smooth... I really don't understand…
Unfortunately the Smooth Mesh Preview feature is not renderable, so it's useless if you want to do any AO baking - it ends up baking with the cage mesh rather than the subdivided one. It only shows the subdivided preview in the viewport, and will not render/export it at all. At work I wrote a script which would convert any…
1. Hm as for UV. That also happened to me. I uv the mesh in rizom-uv to check it out. Whenever I imported the mesh the UV was broken but when I re-imported the mesh the UV was as good as it was in rizom-uv. I don't know what the problem is. 2. About using less support loops. I wanted to have smooth areas in those areas,…
"Without it, dark edges around the hole were visible on the normal map." Just for the record, the normal map should show color changes (if there is smoothing to counteract). Obviously, it has an easier job when the smoothing is more uniform. The mesh you use for baking (generally) should be the mesh you export, at least in…
Like mentioned, studying/observation and practice is the key to improvement (I'll read "AAA" as "high quality"). Also asking for help if you're stuck, so good on you. I think the rough aesthetic is already there, but many elements look like guesswork or a bit random. One thing that stands out immediately is the wobbly…
Meh, you just need to understand what max is doing so you can work with it in a more complete way. Maya has its warts too and the problem you're hitting isn't really max specific its that you need to know a little more than what its showing you, which you can run into in any new application. 1) Working with maxs normals…