The best way to determine if your edges are smooth enough is to do a test bake at the lowest texture resolution you plan to use. The pixels of the final normal map are finite, so you have to make sure that what you have is enough to produce smooth transitions on the normal map. That and zooming out, see what the smoothing…
Stop using any smoothing on your characters. The only time you ever need to smooth like that is for sculpting in zbrush, not for this. Anything hard surface you can mesh smooth but not the characters body at all. if your low poly does not smooth well, then its your fault and you can't try and cover it up with smoothing.
Hi everyone, I have a issue with the Volumentric Scattering and the Raytracing, once the raytracing and the volumetric scattering is on, the mesh polygons begin to be seen. Anyone knows what is going on? The mesh is smoothed. With Subsurface Scattering is working fine. Thanks. The third picture is exaggerated so that you…
Oh shit, whaaaat? Thanks man, I'll definitely check that out! EDIT : Where do I send all of my money? This works! Sure, it's just a thin wrapper over the existing smoothing group API in Modo but that's enough. This is enough of a UI that I can live with it. The only things missing are: 1) Automatically assign smoothing…
all the motion is good. but the girl at end. that one is unique. you seem to realize 3d motion is not always supposed to be smooth. smooth motion in 3d really is not an accomplishment. just the computer doing math. in 2d smooth is an accomplishment. since 2d is naturally rough. 3d is smooth but lifeless. stay away from too…
One thing is that what happens on a flat surface that's separated by a smoothing group or reigned in by a support loop or custom vertex normals basically doesn't matter for the shading. And then, the local detail you added along the longer edges of the indentations seems only partly necessary and the way you terminated it…
As stated, if you have corners / edges that are 90 degrees to each other, you must have separate smoothing groups or you will have smoothing errors. What you really want to achieve in an ideal situation, is a separate smoothing group at your hard edges, AS WELL AS where your UV splits are. This will make for a beautifully…
Ah well meshsmooth reminds me of a simple turbo smooth if that makes sense. In 3ds Max you actually set smoothing groups to define the way that parts of geo are defined. So, a box would have at minimum 3 smoothing groups to define the different surfaces. IF it was all 1 smoothing group the program would try to make it look…
They are right regarding smoothing groups and UV islands. Less is better. But in a model already unwrapped to multiple separate UV islands there is no reason to make smooth shading in between different UV islands unless it's something rounded like a human head . An engine would split edges along the seam anyway. So smooth…
Hello, I`m trying to export a displacement map from a retopologized model from Zbrush and I ran into this problem: If I turn off Smooth UV, the map's edges (even the ones not on the Uv's seams) become faceted, as if it was very low poly (I'm projecting from a ~300k mesh that is clearly smooth). With Smooth UV turned on,…