Have you tried placing the model in a level, placing a lighting and rebuilding? The generic browser in UE3 is well named, the way to see what you are really getting with different processing methods and smoothing groups you experiment with is to place it in a level. I generally fake, fudge or manipulate things as much as I…
are you using the default smooth tool in maya? It doesn't work very great. (it doesnt do a good job of being smart about where to get influences from) Look into getting the NG skin tools plugin if you aren't already. It has smooth brush that actually works as you'd expect. If using default tools, instead of smooth brush,…
"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…
Renderhjs: I have the graphite tools assigned to a hot key so I can quickly show it or hide it. If you look in your customize user-interface section its under "Graphite Modeling Tools..." Like I said, this opens and closes that interface. Since we are on the topic of broken stuff in max 2010. I have the 64 bit version and…
hey guys, i could really use your help with a problem i just encountered, because i can't find anything helpful googling so far. I wanted to create a kris (kind of dagger) to use in UDK. so i created base mesh, made UV coordinates for it and imported it into zbrush. i subdivided it several times without smoothing to retain…
I have read a lot in the Wiki and other areas about smoothing groups, normal maps, tangents, vertex count, bevels. and I am still confused. So... Any time there is an angle in the low poly that is 90 or more than there needs to be a hard edge (in MAX a different smoothing group). Does this part of the model also needs to…
you can really do anything with normal maps- just note that this is the point in learning 3d where you are really going to learn there are many different ways of achieving many different result. Really the biggest thing is decide on an end result, and start experimenting with all the different approaches to achieving that…
Max doesn't smooth the seams of your UV Layout when SubD-ing. But there is some kinda hack to get working UVs: Add an edit Poly Modifier below the TSmooth and Split all Edges (yes, all), go to Utilities > Channels Info and Copy your Maping Channel. Then delete the edit Poly Modifier and Paste the Mapping Channel. Have a…
@jocose: Glad I could help, yeah stick with Modo I'd hate to see you give up on it just because of the lack of a good smoothing group workflow. @OblastradiusO: I hate to say it but "it depends". In Unreal if you've got a normal mapped organic object (meaning no 90 degree angles) it's usually best to stick to one smoothing…