Adam: The model is front heavy. I tried to thicken the tail and lengthen it to help balance it out and you can't see that so much in the picture, but having said that I intended the character to use his arms, or an arm, as support when he stops. If he is not holding a weapon he would be in a stance similar to a gorilla.…
Agreed with Joao, the jaggy edges and noise are killing the look of this. You can see on the normal map there are quite a few areas with details a pixel width or less. I think it'd be beneficial to go back and clean up the highpoly and re-bake at least the normal map. If you've got a high poly with smoothing groups, you…
Its the front cockpit of a Spad A2,(http://i.imgur.com/RylOamb.jpg) and yes its a lot more polygon heavy than I want but its my first model and a huge learning experience. I'll check some tutorials out about normal smoothing, is it something to do with smoothing groups? I can never get my smoothing groups to work out the…
Currently watching the new tut. pretty good so far. love dat "ugly" geo :P Do you ever get a smoothing problem when baking normal map in modo? like part of the object is smoothed and other part have no smoothing groups. only occurs in normal map? Ps will you be making other tuts in the future, maybe some cool photoshop…
I so lied! I totally didn't start over. I was able to smooth the muscles out w/o any bumps using the directional smooth so that i have more control of smoothing the surface of the muscles without destroying the form all together. :D Here she is with final-ish muscle pass, 1st face pass. hands and feet next.... and i guess…
Once again, I'm puzzled. If you look at the pic, you'll probably know what's wrong: I think it's a smoothing group issue. I used maya to model the leaves, and it's all geometry. No alpha at all. Anyone know what might be causing this? If it IS a smoothing group issue, how do I fix it? I've tried both smooth and hard…
Fendt - MT900 Tractor . Links: https://www.cgtrader.com/3d-models/vehicle/vehicle-part/mt900-tractor https://www.markos3d.com The high-detail exterior is great for close-up renders, the model was created in 3d's Max 2011 environment, using the open subdivision modifier which has been left in the stack to adjust the level…
Oh,and also I figured out something that I have ray misses. When I assign the smoothing groups I have completely crisp low poly model.Isn't it right way to bake that? You know in modo previously we didn't have this option so we had to split the UV islands in order to get smoothing groups.Now I'm only assign the smoothing…
New Update http://www.digitalfossils.com/Download/NVil-Apr-03-13.rar Summary of changes: * A few options for sharp/smooth/normal edges rendering. View > Object Shading > Normal/Sharp/Smooth Edge Options >... Note: 'Toggle Hard/Soft Edges' is rename to 'Toggle Sharp/Smooth Edges' and the related hotkey/RadialMenu settings…
You can use normal maps to smooth corners and transitions. I am doing it right now on the stuff I am making. We are also only using 1 smoothing group on the low poly model. I have made a few high poly things items that when put on the low poly the corners still look chamfered and round and smooth. So OTT SHUT UP you old…