Yes It's possible, but the problem is that Zbrush doesn't display interpolated shading at all, only hard edges (as if all faces were split, or as if all edges were set to hard). Meaning that the visual result in Zbrush will be misleading if any of your later steps display the model as smooth shaded. The first thing you'll…
Hi everyone! I have a low poly model with smoothing groups and reset Xform. But after to bake the models into the Substance Painter, appear a ugly lines. Also a Tried to export the low_model with a unique smoothing group, the previous problem fixed but appear a new artifacts. What is the problem on my low poly model? I…
Last week I've mentioned about this special SubD modeling technique and promised to write a brief tutorial, so here it is. In a nutshell: Create a low-polygon model and set all the edges that you need to be sharp and crisp to be at 1.0 crease value. To be in greater control of the surface you can also assign weights to the…
@iam717 So if I got this correctly, you essentially want a form of post processing for baked textures? If that's the case, I'm curious to know for what bake types and exact benefit? Would channel packing and compression(i.e. Normal xyz to Normal zy) also be something of a value to you? Not to stray too much off topic but…
Absolutely agree — this is a solid breakdown. The artifact indeed looks like a UV continuity issue rather than a bake smoothing problem, especially when the normal map values shift sharply across a hard edge. Seeing the UV layout over the normal map would clarify it instantly. Automation of manual work – developers can…
For smooth groups, you can apply smooth to all faces, then use the 'face split' modifier to define your smooth groups. You can either do that with the slider to judge it from angle of joint, or you can manually go in and define them by marking the edges of your smooth groups as 'sharp' and split them that way. When…
Ah, I see. Is on left lowpoly with normal map applied, on the right lowpoly mesh shading? Personally, like to reduce the mesh shading gradients for such objects so that the normal map has less to compensate, keeping its limited bit depth in mind. Whether mesh gradient will actually come through also depends on the final…
Wow. I'm blown away by your answer! The reason I asked is because I thought that it might have been considered as a generally bad thing to do. Like having anything above quads. Two tutorials I've watched on hard surface modelling were largely based on using modifiers like mesh smooth and turbosmooth so I know a little bit…
Okay - So the main thing I'm seeing (I'm trying to make a hugely complicated Mon Calamari Ship from SW) is that I hand the re-mesher a Pro-boolean that's symmetrical and the end result is Faaancy. Just spectacular. But, when I go in and add anything else non-symmetrical to that shape, it sort of...loses track of smoothing…
I have found that making a blockout using only polygons that allow you to smooth is the best starting off point. This way you aren't rebuilding everything as your start to add support edges. Don't combine meshes when you don't need to as everyone has stated. There are alot of types of polygons that smooth well. You can…