Hi everyone! I'm not very experienced in Zbrush, can you please advise me on dealing with lumpy surfaces of dense meshes? Here's an example: this beautiful sphere. The right side is perfectly smooth, there's a splendidly sculpted spiral and so on. The left side is a result of brush/smooth/trim brushes and is lumpy. What I…
Hello I have a problem with the viewport, it was all normal at first but one day it bugged out. The "camera cube" is all black now and the grid doesn't smooth anymore when activating smooth wireframe it actually gets worse also x-ray doesn't work anymore. I already uninstalled all Autodesk software - deleted all the…
Currently at 4121 tris for the character at this time. So I'm currently having trouble with the smoothing groups in Maya where I'm trying to Soften Edges where two separate UV islands meet (but the UVs technically split). When attempting the operation, I'm getting the black gradients at the area of the operation. Is this…
From what I understand every UV shell has to have it's own smoothing group. Also every acute angle(something like 70 degrees or higher) should be broken/split. It looks like you have smoothing groups applied to every face on the low poly here. You are using Max so a quick way to fix this or to at least see if it is the…
Update: I've fixed a few accuracy boo-boo's, and then began seperating, detailing and smoothing out some of the various components I already have. Most of these components have backfaces (for the sake of damage). I made my seperations first, and then smoothed it out. I opted to smooth via smoothing groups again and added…
use bevels man and work in all quads. It's the only way to get decent results. The idea is pretty simple. when smoothing out a lowpoly mesh, anywhere that has a quick interpolation between one angle to the other, or a hard angle into a smooth curve you need geometry to support that transition. this image isn't perfect by…
@gameweb478 Because I added support loops, I can have one single smoothing group and not have any smoothing errors and not actually chamfer the edges (good for snapping geometry). I basically did a fake bevel where instead of actually chamfering the edges to make a smooth corner, I added support loops and had one single…
It really depends on how your smoothing groups/hard edges are set up. If you have a cube with hard edges along the borders, or a smoothing group applied to each side, you can remove the extra geometry without any issues. If your cube is on 1 smoothing group/has no hard edges, you'll cause problems removing the geometry…
It's just a common misconception that all meshes have to be in only one smoothing-group when you bake normals. Now, you could either use one smoothing group and throw in supporting edges if needed, or split it up into different smoothing-groups. Both can give good results, depends a bit on the mesh I think. Not sure which…
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…