I'm not seeing problems with your ZIP. This is rendered with V-Ray viewport IPR. I did have to add a Smooth modifier and set it to Smoothing Group 1, just to get nice smooth normals. TurboSmooth is set to 3 iterations. This is in 3ds Max 2024.2.1, with V-Ray 6.20.02. WIndows 11 Home, NVIDIA GeForce RTX 3080 Ti, 64GB RAM.…
Smoothing groups effect normals but not topo right, so the porpose of using trubo smooth and smoothing groups are to make bakes for low poly? Im thinking about using them in my low poly but would using them be practical in game aplication?
It's the smoothing groups. If you scroll down in the edit poly modifier controls on the right, you'll find a section for smoothing groups, with a series of numbers. Select the polys you want to be smooth, and set them to a smoothing group. The polygons that are set to a smoothing group will be smooth in relation to each…
I got an access to MudBox just for testing Displacement export from another app. Firstly, I baked 16px padding VS 128px and there were no seam artifacts on both. Then I noticed that when I'm baking with "Smooth UVs" turned off in Zbrush, on the model appears other artifacts along the low poly mesh (wireframe), like that:…
Hey guys, real quick and easy question. When baking out normals, are you suppose to have no smoothing groups, organized smoothing groups or everything set on 1 smoothing group? My teacher told me no smoothing groups at all but when i bake it out it looks like shit and im basically loosing all smoothness from my highpoly.…
i'm trying to get the same effect this guy did with his coffee mug: Specifically, this is the part i want to achieve: and also this part: I asked him how he achieved it and he was very helpful. He explains it: 'as far as I can tell, you're looking at the smoothing groups, the "ring" in between the 2 bamboo/wood areas looks…