Nice mech design! I feel like you`re overall forms (not edges) are recieving light as if they are soft and pillowy. I am assuming this is due to the smoothing groups on the low having too much influence, over the normal map, and you end up with those doughy forms. Back in my day *put on old man pants* we would have to…
Edges of your high polygon are too sharp for sure (see all the aliased edges on your normal map, it's 2048^2 and the captured curvature changes are like 1px large. Any smaller resolution and they'll just disappear.) But the black lines remind me of a similar problem caused by when the low polygon model has a break in the…
Something else to consider is whether or not you actually NEED to have the slats in the vent individually modelled. Could the same thing be acheived with a normal map? If the slats aren't affecting the silhouette and theres just going to be blackness under the slats you probably can just bake it to normal without much loss…
There are 2 major rules you need to follow when setting up smoothing groups for baking normal maps. #1) Set each UV island to its own smoothing group #2) If later you decide to add a smoothing split (a common decision if you find edges too harsh for your normal map to bake as one UV island), you must also make a UV split…
Really sorry everyone about not saying which app I use; I use 3ds Max. I did try welding verts but they were all welded properly. It turns out that it was a smoothing issue. It was being over smoothed in that one spot, even though that smoothing amount worked for the rest of the head. The only way I was able to fix it was…
I've had some issues with losing smoothing groups and transferring uv's recently, so I was wondering if this plugin (or any other) can preserve the vert index? For example, I had a max file with smoothing groups from which I exported an .obj to unwrap. Somewhere along the line the smoothing groups got stripped and I…
Thanks for the crits:) I have removed some of the details on the stock. Also joined some of the parts that were overlapping over other parts to help with baking and texturing(I hope) plus some other reductions. Triangle count has reduced to around 6500. Still posibly some reductions in more areas. Now smoothing groups,…
[ QUOTE ] Something looks wrong here, like you did this without using smoothing groups... Thats all fine if you render your normals map in doom3 and use it in doom3(it re-normalizes your model so you dont need smoothing groups) but it this is in max you need to use smoothing groups or else you will get shading errors,…
@Nuclear Angel : Sure man anytime! Yea, its pretty much the same workflow in Modo as max/maya. I'm originally a Max user. The main place where the workflow differs in Modo is when you use the "smooth shader": "Rounded edge width" workflow, that Tor Frick pretty much made known to the 3d community. If your interested in…
Pros: - mostly easy to use and understand - provides perfect, smooth shading on the corners without a need to bake from a highpoly - provides nice shading on the flat faces/ hard surface objects, without a need to bake from a highpoly - bevels improve silhouette - its literally free - same vertex count as w smoothing…