Hi, I am a student as well and I also study
3DS Max. I am not sure but I think you just go to polygon mode and select a
part of polygon you wanted. And then you go to the polygon: smoothing groups,
you will be able to see the box with numbers from 1 to 32. You just select a
number of the polygon smoothing groups or match…
I'm not sure, it might be flipped faces? Why is it world normals? Shouldn't the bake be tangent space? Are you doing something special with shaders? The mud looks soft or smooth on the tank, it's even smooth a bit around where there isn't mud. Mud which turns to dry dirt is going to be more harsh, instead of smooth. You…
Pretty nice. Just remember that UT2004 'cheats' when it comes to smoothing groups. When you export the mesh with ActorX it'll make each vertex along the edge of each smoothing group into 2 vertices and split the edge. You won't have one solid mesh anymore, it'll be split into separate meshes for each smoothing group.…
Ironwolf try removing the smooth groups when doing poly work, save it as a last 'pass'. When modeling it only works distracting. You can also just switch the view to faced instead of smooth faces. Anyway maby you just gave it the smooth look just for posting, still i'm instrested in the topology, can you post a wire of…
seams like that can also come from the engine not supporting uv seams/mirroring well, thus creating a smoothing problem there, I have models that look perfectly smooth ingame doom3, quake4...but have a stupid seam in derton's modelviewer for instance. some engine show seams even if you have a perfectly flat normal, it's…
Hi! I've been following the tutorial to rig a custom character for UE4 with ARTv1 tool. But as soon as I get to skinning, there's no smooth bind option and it constantly gives me error (no cluster assigned). I can't paint weights or anything. Skin menu -> Smooth Bind -> Smooth Bind [Can't find this menu, only Bind Skin] Am…
Hey guys! So working in Maya I've always done my high poly the traditional add edge loops, smooth mesh preview, and then convert smooth mesh preview to polygons. Is there a better faster way, plugins or tools you use to increase your workflow? More specifically in regard to hard surface models. I was watching chamfer…
First of all, make sure your high poly model has nice thick smooth edges so your bake comes out well. The sharper the edges on the high, the less information is transfered to the low and will alias out quick. Dont know if its any help but my work process atm is as follows. 1. Make the high poly model. (Nice thick smooth…
Ben means the text shouldn't be reading backwards, but upside down is fine. Some engines have problems with displaying normalmaps correctly on inverted UVs (text reading backwards), while others do not. I have heard UE3 doesn't have a problem with this, although apparently it does have a problem with mirrored UVs. This is…
Thank you very much Vig and Muzz for your Input. My attempt was to make that ship more roundish (?) as it should. Just unifying the vertex-normals (or soften-edges or smoothing group) for a smooth look didnt give me such a nice result. I tried to check out if it will speed up my workflow if I just bake out the basic…