@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…
Depends. It's a tradeoff between better texture resolution with having 4 times repeated same texture (forces you to be more subtle with details, unless you want it to be visible) and lower polycount with lower-res less repetitive textures. For smoothness? If you meant smoothing groups (smooth/ flat shading in blender), you…
The messed up edges in the picture you linked are when you have two different smoothing groups that aren't on seperate UV islands. The one way I know to fix that if you want to use those smoothing groups is to just break them apart on the UV. Most people seem to prefer using as few smoothing groups as possible however…
It looks like your edges are at or above 90 degrees. these will need to be lessened, (like 80 degrees or less) or they'll need to be hardened and the uvs split along those edges. If you look below, the boxes on the far right have a similar issue to what you have, smoothing issues because the angle of the low poly's edges…
First off, you'll need to break up your mesh smoothing wherever you have a UV seam or hard edge. That's where those nasty gradients are coming from on both your low poly model and normal map bake. Generally wherever there is a 45 degree angle you'll want a hard edge and split UVs, use your discretion; if you're seeing…
My first post! Hi guys. I'm fairly new to 3D modelling and have recently started a project modelling the motorcycle from Akira in Max. As Im not that experienced Id really appreciate any advice or constructive criticism you guys could offer, be it on my process, topology, suggesting techniques to use etc One thing I did…
Hey there, I'm wondering how you guys would go about normal mapping an object like this. 'Cause I can't seem to figure out an effective method. Here's the low and high poly meshes. You can probably already see where this is going. Here's the lowpoly with the generated normal map. As you can see the broad surfaces look all…
Yes. maybe. I saw fantastic job people do in SPainter sometimes but Painter sort of rules your hand. While in Zbrush you goes from general low-res form , through mid-frequency details to tiny details and it it makes you select what to do and how smooth vs how sharp. Since the detailing needs extra time you test in game…
Note that you generally want to go the other direction... generate UV seams from hard edges. To reduce shading errors with tangent-space normal maps, it is best to split and separate the UVs where there are hard edges on the model. Hard edges are not needed for every UV edge though. I.e. there can be more UV edges than…
I've been stuck on this for a while, there are seams that running down parts of my landscape that I can't get rid of no matter what I do. So far I have tried: Changing the amount of light bounces in the lightmass settings. Deleting the landscape and trying again. Deleting the dominant directional light and creating a new…