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…
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.
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.
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.
You could hack another method, throw in an Edit a Vailias said, and setup your smoothing groups for the hard edges, then, a nice Turbo smooth, but with smoothing groups enabled. Not the best solution and might not work, so good luck mate!
Eraserhead: Sorry i meant to say, it has no MESHsmoothing. Max has smoothing groups which can help make surfaces look perfectly smooth, doesn't need to be a sub-divided bevel with lots of polys to get a smooth result.
Either add more geometry around those problem areas to make the smoothing in the lowpoly less harsh and obvious, or try setting smoothing groups up so that those smoothing issues go away. Then re-bake the normal map.
Auto smooth will smooth an object based on the angles between faces, you probably don't want to use this for normalmapping, it's usually much better to just use 1 smoothing group for your whole lowpoly object. It will produce a better normal map in most cases.