so does the high pol or low pol need to be smooth? i thought it was the low poly. In blender is the difference between hard and soft normal just the soft and flat button in object mode? I don't know too much about those things. How do I make sure I have identical normals ? edit : Baking with both set to smooth gave this…
Time for a first update: (fyi I can only work in the evenings, so updates might sometimes take a few days) proximity & Starfish235 thanks for pointing out the missing smoothness on the face, it was actually really obvious x(. In general I like the new smooth version better, but I somehow lost the tucked in lower lip.…
This is a watch for the character I'm currently working on Smooth shaded Weighted normals Wireframe of tris. Had to add this bevel because my lowpoly couldn't catch the bevels in that area even after I manually adjusted the cage in blender UVs Normal map(smooth shaded)
for a mudbox base model you want to make sure that your mesh is divided up into even sized polygons. Using a mesh with edgeloops and triangles will give you bad results. The edgeloops will give you uneven polygon density and the triangles will cause funny smoothing. on the left hand side of this image are some mudbox base…
the work around I found is to be sure that round shape have a higher smoothing angle than 30. a cylinder of 12 sides will create issues but one with 14 sides is fine. if you select some edges and press Crease+ it bevel those edges but if you choose only 3 segments it will end up making faces with a smoothing that will…
The reason for wanting a UV shell selection method is to be able to easily assign separate Smoothing Groups for each UV shell in order to improve tangent-space normal mapping results. Splitting the vertices themselves creates worse seams in the normal map. I only wish to split the vertex normals (thus, smoothing groups).…
I strongly suggest you use Meshsmoothing when making a high poly model. If you hand model it all, you are likely going to leave out some nice beveling/chamfering on one edge or another. If you set it up to run nicely with a meshsmooth, everything will be very smooth on the edges, etc. I also suggest that after you do that,…
This thread talks about why some of us do not decimate and a solution for the ones that did decimate, the pxgeek post smoothing option comment. So you'll just have to smooth the exported decimated mesh causing this issue for you and all should be fine, it not post results. The lazy and probably shouldn't be used solution…
Hi, I don't know if this is caused by substance, UE4 or the "User" (me), but i really need help. I hope you can help me find out what is going on? I've post it allready in my WIP threat. But i hope I can find here more response to this issue. Original Post: I need help! I'm grappling with an really weird Normal Problem by…
(reposting from game-artist) Hey everyone, Upon importing an .ase static mesh into UDK, I'm getting the following message: Trying to troubleshoot the issue, I found this thread over at UDN: Generated/Imported vertex count ratio message - Epic Games Forums Post #7 lists potential causes as: 1. UVs - no UV map at all, or as…