little bit of an update y'all. So this little project is quickly turning into a learning process for retopology haha. That's fine though, because i'm learning quite a bit I didnt know before. Anyways. So what I've done is retopologized the shingles again, because the mesh I was working with wasn't giving me the necessary…
1SG *can* work if your entire workflow is synced up, ie: your baker and renderer using the same tangent space. Out of the box this isn't the case with Max, and it isn't the case with most game engines. If you're working on this model just to display in Max viewport and not send off to a game engine, you can use 3Point…
Use this script to smooth by UV Islands in Max: http://www.polycount.com/forum/showpost.php?p=1105439&postcount=7 in Maya: http://www.polycount.com/forum/showthread.php?t=52722&page=2 If you have a smoothing group split, you have to split uvs. 1 smoothing group on your mesh is situational and you should use it knowing what…
Yeah, sorry for being somewhat unclear there. I did mean 'like a grid', as Sage says. Everything you did before you sculpted would have been fine for a highpoly, but sculpting on a mesh like that is always problematic. Less so now than it used to be, but still. The advantage to sculpting is also that you can just subdivide…
True I wasn't particularly helpful but at least I didn't go in the opposite direction. He's using 3D-Coat so there is no going down in subdivision. So it's usually best to start at a very low resolution, sculpt the details as high as you can, then increase the resolution and repeat. It actually looks like he's at a fairly…
@C86G Danke schön. It would be awesome to get some more Blender exposure from professional environemnts. Feel free to share feedback or techiques for TexTools in Blender. @Fizzly Thanks, There is UV Squares alreay out there, I used to have a 'rectify' tool in TexTools for 3dsMax, but UV squares is a lot better than what I…
clearing isn't the best solution. you might bump into that problem again when you export, since some exporters take smoothing group off = smoothing groups on, so the whole model gets 1 smoothing group.
it is really good, but he seems too 'smooth' you CAN tell that it is computer generated by the super smooth skin, for example where skin folds at joints or stretches, his fingers are smooth. It is never-the-less awesome. These things cna be fixed really.
Looks without a doubt like the smoothing group messed up that part of the bake. Is that little section of the grip with it's own smoothing group on a seperate UV island from the rest of the grip? If the smoothing group is causing the issue that should fix the problem.
Just guessing, but it may be an issue with the way that 3DS MAX handles surfaces with no smoothing group assigned versus how UE3 handles it. Basically MAX makes things of no smoothing group to be faceted, but UE3 makes them smoothed to each other.