What you were doing first was fine, it's the smoothing group that is causing those nasty edges and reliance on normal map to smooth those outs. To get rid of that seam you need to have those edges stitched together. To get rid of the wierd shading with that inset inside the column, you need to separate the smoothing of the…
Simple automation tools are easily done by chat GPT. Blender is where it shines actually. What I'd love to see is a kind of deeper Blender customization. A 2d vector editor mode with editable spline brushes driven by grease pensil. The whole "draw" mode is quite inconvenient currently . I want something like "skeletal"…
Hi, I'm quite new to baking stuff, especially from High to Low, keeping the detail quality. Thanks to everyone contributing to this thread with either questions or answers. I haven't been able to read it all with strict attention. I just finished making some normal maps that required alot of thinking and researching from…
[ QUOTE ] Nope, greater or close to 90 degree angles should have a separate smoothing group. Otherwise you'll get smoothing errors. [/ QUOTE ] Its best to not have 90 degree angles at all(chamfer). But if you have to then you should use the same smoothing group or you will lose any edge smoothing highlight. I say separate…
Some concept touch ups (wasn't feeling the honeycomb for now), mostly colour tweaks, as well as some blocking out. Not happy with the current look at the moment, but I'll work on it :] I think it looks bad because stylisation doesn't match, it should get better once the body gets merged down smoothed and stylised. Face…
Any constructive criticism welcome, (mainly the anatomy!). I plan to improve the ribcage/oblique area and the musculature on the left (raised) forearm. Once the body is complete I intend to smooth it with claypolish then create the spider symbol. Reference:
Yes, you can use sub-d for a game ready pipeline. Do you know how to do sub-d modeling? In Maya, you can press 3 to preview a smoothed model, and then 1 to return to the regular model which isn't smoothed. You can bevel edges (with 2 segments) in order to hold a hard edge. When you are absolutely sure you've got the shape…
Okay. I understand the UV'ing part now. All the planks are there it's just that they're overlapping. One thing I wanted to clear up with this workflow is... smoothing groups. So edges that will be hard or soft are determined using the highpoly's smoothing groups? So that means that the highpolys smoothing groups will have…
Thanks for the bug report- I will add that to the list. I am going to be testing a build after work tonight that has some smoothing override functions. The current default behavior is to use hard edges when the highpoly doesn't have normals ( so zbrush files match the viewport). The new functionality will smooth the mesh…