Not sure what's going on with your geometry. It's almost as if there are no smoothing groups prior to lighting, but then the model becomes entirely smoothed after building. Here's a quick test - Just a couple geospheres in Max with no smoothing groups, exported as an fbx with no smoothing. The one on the right just has a…
Yes. When you're ready to smooth your model, press 3. To return to low poly, press 1. Most rendering engines should be able to render your smoothed mesh without actually needing to add more polygons with the Mesh > Smooth function. Just make sure when UV mapping and texturing, you use a smoothed mesh as well, and not just…
it looks like zbrush automatically exports with a meshsmooth set to 2 subdivs. I exported an ascii version of the fbx file and searched for "smooth" found this, Objects: { Geometry: 122161104, "Geometry::sword", "Mesh" { Smoothness: 3 PreviewDivisionLevels: 2 RenderDivisionLevels: 2 DisplaySubdivisions: 0 i changed it to…
Make sure to smooth hard edges where needed. As .Wiki said the normal map will not smooth your model to a huge degree. You will need to have a relatively smooth low poly if you want holes to be smooth. Show a wire-frame of your Low Poly, you are sitting at 6k plus tris. The areas that show as very hard in the silhouette…
So I Found a forum, it is the smoothing groups after all. Apparently you should only bake with one smoothing group otherwise you get a mess.. I dont understand why. Example, if I bake with only 1 smoothing group on my HighPoly (my screws) they come out but it looks too smooth all around, if I distribute smoothing groups,…
@JordanDaushvili There's a few thing that can cause this baking error. Since the mesh already has hard edges, UV splits and UV padding then it's probably a ray miss caused by the bake settings. If you're using Blender to bake normals with edge splits: you'll need to enable the cage offset in the Selected to Active settings…
If you can iterate through islands and apply different smoothing groups to each island, that would be helpful, but it isn't the same as setting hard edges by uv islands, which is what would be REALLY cool (and I imagine what most people would want for game art). If you look at the image I linked, imagine that the top and…
I'm hitting a bit of a problem with my Unity implementation. Specifically, Unity folks decided to use four channels in their second deferred render target: they store specular color in RGB and smoothness in A. As far as I understand, no GPUs support blending of float4s with a custom float as a factor - only one, zero, or…
I have a weird Painter behavior where it change flat to smooth shading on decimated Zbrush hi poly object , It makes the baked normal map sort of blurry vs Designer or Blender bakers . Does anyone know a trick to workaround it ? Painter writes: [Scene 3d] [FBX] mesh normals are invalid (some values are null) and will be…
I figured out why the monkey mesh from Blender had so many tangent space splits. It's because exporting the mesh with smoothing 'off' to export the tangent space led to all the smoothing group flags being set to zero, which means that the following condition in ComputeTangents can never be met: if ((NextFaceIndex !=…