So, I decided to start smoothing some of the assets, that I think wont need scuplting. Used a simple subdivision modifier and then smooth modifiers with shade smooth. I plan to bake this into the low polies. What do you think of this approach?
@floon I never decimate my meshes, unless it's a character going into Marvelous Designer. To speed up simulation performance. But for baking I go with the original high poly model to get best possible baking results. Also, I always use .obj for baking. I haven't encountered shading problems when getting an .OBJ (yes,…
I'm up for anything that makes relax more user friendly. I use Relax all the time. The best relax function I've used with a stylus is a Smooth Brush system, sort of like Smooth in Zbrush, or Smooth in Maya. With a brush, the smooth amount is based on how hard you press with your stylus. I'm not requesting this for Nvil,…
I've created an example image illustrating the issue with crease geo, I don't like the look the creased geometry gives, it looks janky like you have taken a low poly cube and smoothed the normals then moved some verts around. Technically I could up the sub d level of my creased cube 10plus times to create the example you…
For the first model (the one with the black areas) I used smoothing groups to unwrap it, then when I was done I exported both high and low (exported form MAX 2017) as OBJs. I then made a Subs Painter project and when I imported the low-poly model to begin baking I noticed the black areas in it. I wasn't sure if it was a…
Yeah I start off with a CV curve that only has 5 points and move those about. I rebuild and smooth it to make sure its... smooth. Later i turn it into polygons so I can use boolean. I'm not so good with nurbs. The way I see it is its got to hit these three points and still remain a smooth dome. -the top of the dome in the…
does anyone know why this might be happening? Im getting AO maps that look all faceted. I have tried with zero smoothing groups, 1 smoothing groups and many smoothing groups. I cant seem to get a smooth result from RTT like if I simply render it out with F12. Using max 9, render to texture, I dont have a hi poly object, i…
Wow, thanks very much! That is great of you to go to the trouble of doing all that. It is much appreciated! I think my biggest problem was that I just couldn't get my head around how the smoothing groups work. All my previous models have been either low poly Quake 3 style stuff where you had to zealously shave every poly…
@MRALO Welcome to Polycount. Consider checking out the forum information and introduction thread. The object has a lot of repetitive surface features so try breaking it down into mirrorable or tileable segments. Working on a small portion of the mesh and copying it to create the rest of the shapes tends to be more…
Okay, so the 2 light to 1 light thing in conjunction with smoothing groups seemed to fix my weird shadow oddities. Onto my latest question: What's the best way to import 3Ds Max low poly models into Zbrush? Is there a way to make zbrush recognize the Smoothing groups so you can sub divide without screwing up the model? The…