one thing I found out with zbrush that may help you since I noticed you didn't manage to maintain your lowpoly shapes while smoothing: just before the first smooth, go down the panel and in morph target click storeMT, then smooth as much as you want, then go back to the first level and switch morph targets, and your shape…
I believe you should be using smoothing groups on your low poly model. It will have a big impact on how the normal maps turn out. Generally speaking you should separate your UV shells whenever there is a smoothing group change. In other words, split the UV shells where there is a hard edge on your model. See this thread…
split smoothing groups and UVs. only splitting the UVs or only splitting the SGs will most likely introduce artifacts. http://www.svartberg.com/tutorials/article_normalmaps/normalmaps.html the part about unsmoothed tangents. http://wiki.polycount.net/Normal_Map if you need more in depth information about it under 'Hard…
Oh, it would be an AWESOME wishlist item if they can make the highquality display (sub-d approximation) actually work the same way as using Mesh -> Smooth... since then you could actually export or render meshes with just the sub-d approximation enabled, without having to actually go in and add Smooth to them, render, then…
hello all I think this is a way to remove noticeable seams on terrain (which has been boiling my head for a few days now). You just need to set up a terrain material and I have used the World coordinate 3way function for this example just using my "flats" layer and one snow texture so the seams are very visible. Then use…
Now that there is a boolean modifier in 3dsmax, this seems like a logical next step. Please vote for this feature request on the 3dsmax forum: https://forums.autodesk.com/t5/3ds-max-ideas/boolean-mod-smooth-transition-fillets-with-variable-width-like/idi-p/12404457 From that post: "Fillets with variable width between…
First of all could you post some wireframes of your highpoly gun mesh? Secondly you seem to have some pinching near the hammer of your gun. You can fix this in your highpoly by rerouting some edges. This link will problably give you enough info to solve that problem: http://www.per128.com/pages_tutorials/index.html Third,…
Hi Jonathan85! You've probably moved on from this since you posted it lasted, but I'll add some quick notes just in case it helps. That blobiness you're seeing could be coming from the photos (maybe) - sometimes if a photo has any noise in it, Photoscan will accidentally track that noise as an actual point in space. You…
Okay, I had to just bite the bullet and invest a few hours today studying up on sculpting topology. I threw a few triangles in there, cleaned up my quads, and then brought the mesh into max out of topogun. I then used the autosmooth option in edit poly to automatically smooth my edges by an angle I specified. This got me…
I've been using Modo for quite a while now, and aside from a few of what I consider minor issues I really enjoy using it to create game art. Exporters: I've gotting static objects into Unreal without any problems with the ase exporter found on this page. There is a Collada exporter currently being developed and improved.…