Why is the Smoothing Groups & Hard Edges section lined out? It looks correct to me, shouldn't you use smoothing groups? I just re-baked my normal map for my gun with only one smoothing group and the normals were completely destroyed.
This is why I have always avoided Max's crease tools... is that it would put that harsh edge in there like a smoothing group. I am not seeing this Catmul Clark option... :/ EDIT: So... "Classic" smoothing method is Doo-Sabin and "Quads" smoothing option is Catmull-Clark?
What was your reference? Because you're off to a good start, but it just looks a bit unappetizing at a first glance (soft, smushy and somewhat shiny), but I might simply be expecting a different kind of bread. The softness might be due to the mesh bulging out between the cuts and the cuts sloping down too gently in some…
This is a smoothing error causes by the vertical edges being offset creating a jagged shape as opposed to a smooth curve. A solution could be reducing this shape to as few edges as possible, and smoothing it. There may be cleaner, more manual solutions, specifically with the tool you're suing. However, I haven't worked in…
I generally don't worry too much about smoothing groups, I just split where it's logical and use TexTools UV islands to smoothing groups script. As long as you split your islands logical then it works. Occasionally I combine smoothing groups where there was a split though.
That's what Neox means; you'll have to export your low poly with smoothed normals enabled in ZBrush, so they are smooth in Substance painter. You can't do that in Substance painter. Under "Options" in the same menu you have some additional parameters for adjusting the smoothing of the export.
Those are smoothing group errors. I probably wont be able to help as I dont exactly know how they work but in max you have to assign smoothing groups. Sure if you google smoothing groups max it'll probably be more useful than me :P
Started on the torso. I might be getting ahead of myself when smoothing out the muscle detail, is it better to leave the hard muscle details for now and smooth everything to look natural when the overall muscle structure for the torso is finished or smooth the muscle details as I finish sections?
Simple; it's just the smoothing groups. That object doesn't have any (hard edges), and the render to texture tries do its best... but normal map doesn't do magic. There's no way to smooth a 90º angle. Try smoothing the whole object, but you should definitely chamfer the edges.
After selecting your mesh, in the maya polygons toolbar go to the mesh tab and then click smooth. If you want to see a preview of the smoothed mesh before actually smoothing, select your mesh then press "3". Press "1" to go back to the normal mesh after previewing.