Ok well I messed with it some more and I think I've figured it out. I selected all the faces on the low poly model and removed the smoothing group. So basically no face belongs to a smoothing group and the it looks some what like if you had facets and highlights turned on instead of smooth and hightlights in your viewport.…
Hello, thanks for the comments. Again, sorry It has taken a while to get back to you. Shepeiro, thanks for the feedback. I had used the smooth modifier with auto-smooth set to 60, so a single smoothing group shouldn't have been the issue. Perhaps then chamfering is the answer - I'll give it a go, although I'd come to…
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So for those of you that have had the fortune (or misfortune) of using the Torque engine. Can you tell me these two items that I have had a hard time searching for an answer to. Tangent space maps: Red should be left or right? Programmer thought left but unsure. In case he was wrong and should be right, I just would need…
Hi there, i know...its yet an other normal map issue but i want to ask if i am doing st worng here. in the eat3d fountain dvd they use a workflow like this: - Creat highpoly - create Low poly - create UVs - insert edgeloops around corners ( no chamfering ) - Bake maps - delete edgeloops ( to get less confusion : all cubes…
Hi, so I'm new to 3D world and I thought why not just put in some pieces of work and ask for advice. This is a sword I created yesterday using Maya. It's one of the first meshes I created myself so bare with me :D Before I have mostly just done tutorials and tried to follow them. Unsmoothed: Smoothed in viewport:…
@pior Thanks for the pointers. I never noticed that area on the upperside of the chest area. That's another thing to bear in mind for next time - avoid deep sharp valleys. Though I thought with things like that, it just means they need their own UV island and smoothing group? Especially if it's a 90 degree angle? Would…
Hello - no problem, always happy to help :) A few more things : - - - - - "Something else I clearly never knew up to this point is that...a model can be lowpoly like Sdiv lvl 1 and for the render only to go highpoly like Sdiv 4-5, is that right? Sorry for being so noob, but I never really needed to use this for my cubic…
I've been using it almost exclusively since 2017 hit. There's very little settings to worry about. The quality setting is "Signal to Noise Ratio", so if you set it to 20.0 db, you are basically asking to get "20 part clear, 1 part noise". Choose Fast Path Tracing instead of Advanced. Advanced may have some benefits, but…
@Shrike "Now thinking about it, Max only has smoothing groups but no smoothing splits right? So can you split this properly at all in max?" Yeah absolutely, you could split it with a single button click in Max. Also, I do remember seeing your previous thread. Regardless of syncing tangents and having it shade correctly…