The reason I used one smoothing group was because, when I used different smoothing groups wherever there was a hard edge, I got this I didn't get that seam when everything was smoothed. Also, the bottom piece seems to be working out fine, and it is also one smoothing group which is weird. Or maybe the bottom piece is also…
Well, normal smoothing relies on mipmaps to work, the more you smooth the normals, the higher the mipmap level is sampled, essentially using a blurry normalmap to give the illusion of "smoothed normals". So disabling mipmaps would have the result of disabling normal smoothing.
Hi to all. I'm new here. I have a big problem with zbrush. import a mesh with sharp edge, and apply subdivision (crtl+d), when I go back to my level one, the sharp edge are smoothed. Here some pics: Before smoothing after smoothing I know I can disable SMT modifier, but in this way the smoothing is pretty "ugly" Any idea…
Hi, I've recently finished modeling gun and started texturing. Unfortunately I have baking issues. I made my model in Blender and It seems to me that there is some problem either with topology of my low-poly model or shading smooth problem (or both). When I'm just using shade smooth option and export model to substance…
And to add to this, if your bump has an ngon pole on it, use zbrushes alternative smoothing algorithm designed for poles. To activiate it, hold shift and begin to smooth, then let go of shift while you are smoothing. This makes the pole smooth. Good luck with your pole bump.
smoothing groups, smoothing groups, smoothing groups. Right now it is kind of hard to make out the detail because of the smoothing groups. Where do peoples feet go? Looks like you are off to a great start I look forward to seeing more!
It did work! I selected my object and in the smoothing groups tab, i clicked "clear all". End of my problem. Then i read about smoothing groups as one smoothing method among others. It might be a little tedious when you have a very large and detailled single object. But that's probably just inexperience talking. The hard…
Now put back the long vertical edges too :D Because the short horizontal ones are causing some smoothing issues. So it would look like this: Also, I would suggest to change the tangent basis in marmoset to "default" if there is an option for this (and not just for max and others) because this would show you how your…
Hi there, I have this strange issue when details from the low poly are baked into my texture as well as the high poly details. The model is smoothed and everything seems to be normal in settings, does anybody know how to solve this problem?
No problem! The reason you are not seeing the smoothing is because the high poly mesh has lots of smoothing groups/hard edges or is exported as faceted. Removing this smoothing fixes the issue. Below I just exported the mesh with a single smoothing group and everything baked as expected. Hope that helps!