I do not think your UV islands and smoothing groups are matching, hence the smoothing interpolation problem. As a side issue, your UVs are laid out a oddly. Are you aware your smoothing groups and UV islands need to match?
I think my smoothing groups are fine. The largest end piece has its own smoothing group, and its own UV island, so it shouldn't have any issues. I think my smoothing groups are fine.
Thanks again. So pretty much manually assign smoothing groups to include smooth shapes and UV unwrap later as the UV splits won't negatively impact the smooth shape. I'll stay away from the Textools button hehe.
Are your smoothing groups set up correctly? Try making all edges inside the holes their own islands, and make them a seperate smoothing group. Make the outside face of the barrel all one smoothing group.
turn off smoothing in the subD... then you would get more divisions without smoothing the mesh... there is an optionbox for... or if you use fbx for import mudbox will read your hard edges and wont smooth them... Attachment not found.
DON'T apply one smoothing group for the entire model - only the polygons you just chamfered get a single smoothing group. Once they're a single smoothing group - stitch them. EDIT: Here's another gif of that to be safe.
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…