- Select your model, - Make sure that no edges are marked as sharp (Edit mode > Mesh > Edges > Clear sharp) - In Object mode, set the shading to Smooth on the left panel - In the eighth tab of object properties (data tab, little triangle icon), enable Auto Smooth and set it to 180. - If things don't seem to react to your…
Yeah setting up some poly groups is a good way. In max just set up some smoothing groups, then unwrap UV> exploded flatten by smoothing groups. That should make all smoothing groups a separate UV shell. Then in ZB under polygroups >poly groups by UV, then use crease PB. That will give you some shape when subDing. Some…
It looks how I'd expect it to given your description of the smoothness/metalness textures. It sounds to me like you're expecting your smoothness map to behave like a specular map would, where dark values = less reflectivity. This isn't the case with a smoothness map : dark values mean that the surface is rough. Rough…
Could it be that you have hard edges without splitting the uv map? By continuous single uv island and the many smoothing groups on the Lp it looks like it. You should split the uv map everytime you split smoothing groups, i.e. you have a hard edge. (The opposite isn't true). So for this case I'd say split the uv map at…
Depends on engine really. Essentialy if you chamfer each edge, you can make them all use single smoothing group. You must take note that in somes engines diffrent smoothing groups for each face can have exactly same or bigger performance impact, than adding additonal chamfers to allow using single smoothing groups for each…
Hi! I'm having issue with normal map or normals on the object, I can't figure out which one. This is in Substance Painter: This is in Substance Painter when I make a new file and re import the maps on an object with sharp edges, with a single smoothing group it looks fine, but doesn't look good in Unity. This is how it…
I thought that everyone uses the sub-surface or some kind of turbo smooth on their low poly mesh to get it extremely high poly and smooth. And then bakes that right down to the low poly. So I built a low poly gun, applied the sub-surface that divides and smooths it, but when I bake, it is garbage. I've tried blender and…
Hello, i have a probably simple question. Sometimes i get a strange looking polygons, mostly when i try to manipulate vertices and edges. When i clear smoothing groups i still get it but when i apply problematic polygon to any smoothing group the problem is gone. Same with Smooth>autosmooth, it helps. Third thing is when i…
Hello, I am totally newbie. May I ask why did you smooth some parts while you didn't the other parts? I know the concept of baking normal map; however, my detailed questions are... 1. What program did you use to bake the normal map? 2. The parts that you smooth and the parts that you didn't are same. Doesn't it cause error…
Yes it does you have to export from maya with smoothing groups turned on. I have found in my experience baking with smoothed normals on a lowpoly mesh almost always turns out better. To me by the sounds of it, assuming I am following you right and that mesh has baked normals, it baked the hard edge info into the normal…