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…
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…
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,…
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…
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…
I think you can get smoothing to work across UV seams as long as the smoothing groups aren't baked in. Where you have a smoothing seam when baking you'll get a seam on the normal map and no amount of smoothing will get rid of it. Even if I'm wrong about the smoothing, passing it a seamless normal map is potentially better…
thanks ZacD, will render it with shadows and better camera angle. ctrlZ- I don't really know if it is different smothing gropus, as I don't really have anything like that in Cinema. I can do smooth angles, but its pretty useless, cause i can't export as obj. Why do you think there is a difference in the back part anyway? I…