Sure, shading issues in Blender can be frustrating but are often solvable. It sounds like you've encountered a common challenge with geometry and smoothing groups. Double-check your normals, ensure edge splits are applied correctly, and consider adjusting auto smooth angles. Feel free to share the picture later for more…
Okey look, im soon to have a mental breakdown, Why the hell does it have to take so much damn effort to make a extremly simple shape? I mean what the hell. Am i missing something here?! Here is some splines with a surface modifier, looks good? NO. if we look at the wire beneath we can see that it pushes the polies up and…
Hello So basically iam a maya user and my client needs the output in 3dsmax scene file with some materials applied and also the smoothing groups. So i applied the Soften/Harden edges in maya and exported the file in format OBJ to 3dsmax. But in max unless i apply the modifier "Edit Normals" the normals aren't looking fine.…
It's generally harder to smooth at high subD's. I don't think that is your issue. It just takes a subtle touch and working and re-working an area to get it super smooth. Here are a few other tips: - Don't use the standard brush for volume building. Try one of the clay brushes. This should help some of the lumpiness. - If…
I took a look at your low poly and there are some major issues. Did you export the FBX with smoothing groups? Because the file I loaded had none. On top of that you have a ton of edges that converge to a single vertex. For baking purposes this can cause major issues when baking. Without smoothing groups I can't really help…
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…
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…