I'm not a fan of the smooth wireframe I find it fills in too much detail, there shouldn't be a limitation concerning resolution and playblasting. Alternatively you could just turn on smooth wireframe in the viewport if want the smoothness.
Dont smooth the mesh in one single smoothing group it only works for sphere like objects. Smooth the whole object and select the edges with a very strong angle and make hard edges.
Let's see if I can explain this. So the uv's on the left are on their own separate island based on the smoothing groups 1-4 and hard edges. the uv on the right is one smoothing group, and my question is will it matter if I break the uv for my normal map? since it is on the same smoothing group?
Hm. What I usually do is bring the low poly into Zbrush, subdivide it with smooth off 2-3 times, then subdivide it again with smooth a couple of times and smooth it out with brushes. That usually keeps the detail.
Did a quick test, and for me (.tga straight out of max) the 1 smoothing group version is a lot worse. Left is every face another smoothing group, right is one smoothing group.
I'm not a max user, but no, in the picture they are smoothed with smooth groups to all polygons, yours is showing faceted triangles, try doing an auto smoothing groups if you want to display hard custom edges.
Q1: I am a bit confused about these two things. It is the same? I mean, the subdivision surface is done through tessellation (probably tessellation shader)? For instance in Maya, how that smooth mesh preview works? It is done with that tessellation shader? Q2: I started first with modeling in Maya and after few weeks i get…
i'm sure this has been answered before...but what is the way to go for your high detail base that you are going to pull normals off of... turbo smooth/mesh smooth/smoothing groups? is anyone more common or better than the other or is it more of a per object/preference type thing?
my advice would be 1 - smooth, push, move, smooth push, move, smooth... push... move... 2 - bring the mesh to max/maya and move those verts of the base mesh, fix in zbrush after importing it.
Hi there. Thank you for your feedback. I did consider mirroring the to sides of the blade but there was a baking error. I actually want the edge where the side transitions into the back of the blade to be seen as a soft edge instead of a sharp edge as seen below This meant that I had to make the set of polygons as circled…