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.
I wanted to bake a high poly model onto a low poly model. Texturing wasn't a problem, but now i don't understand why a problem arises when i export the textures on Blender. Here is the issue I think that this is caused by shading the model smooth. Below is a picture of the model without textures. Those defects are the…
Hey guys, This is a question that is asked time and time again, and for the life of me I cannot get it to work. Due to the nature of the object, techniques I have found to create a high resolution model from 3Ds Max to Mudbox, simply won't work. So far I have tried the following: 1 - Add hard edge loops to the model to…
howdy guys I used the search function but it didn't come up with anything on edgeflows,despite it being a much talked about topic. But I just need it to be enphasised to me the difference between bad and good edgeflow. Im just working on a medium/hi poly hand (kinda a confidence booster to say to myself I CAN do this…
im trying to render to texture this one piece but... v-ray is acting wierd, i can render to texture this piece with complete map and just normal lights however i have days now struggling to try find what is the problem here. 1: the vray settings i tried all i find on internet i even tried the v-ray quiq settings and still…
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.
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?
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…
Hey! So, it seems I did some things wrong when it comes to assets in UDK. Things like having the wrong direction of the Y normal map channel. Or not using explicit normal smoothing on the static meshes. And a few others. So now that I got those correct, the scene felt a little more .. as it should be.. Though I am still…