Hey Grimmstrom. I think you might have misunderstood me (or it's me misunderstanding you ;) ); I was talking about the smoothing groups of your decimated bricks. When you import Zbrush models into max it automatically applies one smoothing group to them; hence the blobby look. Simply clear the smoothing groups and they…
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Try something like this: Feeding the bevel node low-res shapes can have rough results. You can feed it bigger shapes, or upscale your small shape before beveling. Then return to normal res afterwards. I used a levels node to change the output size. You can use any cheap node that doesn't alter your shape. Looking at the…
Hi! I’m looking for advice on implementing a game asset like this. It’s a platform made up of several objects placed tightly next to each other, forming a single surface. I’m interested in methods to texture-paint such an object as shown in the screenshot. I want to achieve a seamless surface — say grass, a meadow, or…
My curving issues are caused by the second displacement. Turning that off fixes it. If you're using it for a basemesh it's no big deal, as you can apply the modifiers and smooth the problem areas with the sculpting smooth brush (or normal smooth operators, but selecting the problem areas is going to be a pain). If however…
@Prophet9 I think you're approaching this the wrong way, a seam like that looks way worse than having it a bit rounded off. Smoothing groups aren't there to define edges in the final model, they are there to control the face normals which in turn controls the normal maps. Therefore, if you want a planar look to it, you…
I use 3ds Max for the modelling and the baking (rendering to texture). I'm fairly new at it so i'm not sure exactly how the smoothing groups come into play. What i have been doing is using textools "smoothing groups from uv shells" tool (I learn't this in a step by step tutorial so again not sure exactly what it does :S).…
@musashidan I understand that 2 vertices create edge, 4 edges create face. And and everything should be 4 - quads if possible. And I understand smoothing. If you weld vertices, they become one. (theoretically if you weld face, you get edge, although it doesn't work that way) . I also know that extrusion creates new…
If your model includes a lot of 90 degree angles, use smoothing groups. If it's organic, 1 smoothing group would do fine. If you use 1 smoothing group on something non-organic you will get these huge gradients, while fine in 3ds.. some times, will give you weird looking lighting artifacts in udk. Oh and your original…
They seem like completely different problems to me... His doesn't look like he's getting a seam error on a single smoothing group. His is on a smoothing group split it looks like, but mine is on a single smoothing group which, from my understanding on what I've read, should eliminate the problem. His is also one one area.…