I have a good render setup for Maya, but not for max. What's your polycount? I find that when rendering complicated objects like this, there is no need for everything to be high poly. Like if you have bolts and stuff, you can turn off or put turbosmooth on the lowest level. Most of the times, your control loops will make…
There are some rather nasty looking smoothing errors on the model, especially near the top. You can also see them in the Normal map texture flat. I would re-do the smoothing groups on the Low-Poly mesh and rebake the textures to get them nice and smooth. There is also a large discrepancy with your unwrap; the portion in…
edit: no harm done.Took a break from this, i have the habit of following the concepts 100%, which I've been told to "stop" doing, i think i mentioned it here somewhere that, the heads height was throwing me off and felt "alien", the concept artist did state to not replicate the design and that the view angle was highly…
Hi! Checked the UVs after applying the modifier as it was setup in the file. The UV borders of holes remain square, which I think explains the artifacts your getting: This is due to the subdiv modifiers UV smooth setting is set to "Keep Boundaries": You can preview modified UVs without applying modifiers by checking…
I can see a few issues off the bat. UV issues: You have overlapped UV shells. Offset stacked islands or you will probably have baking errors. You have hard edges on the low poly model, but the corresponding UV edge is not split. You'll get incorrect normal map pixels at those edges. You basicaly get a gap in the projection…
@BI0H0G - Here are some pros/cons: + The smooth edged geo and modeled details allows you to not bake from a full highpoly, so you won't have a pixelated normalmap on a large scale asset (such as your vehicle, which would require huge normalmap if it would be baked). Also it saves time because of the no highpoly. + The…
Hi, 1- By default Unity 5 Substance integration will adapt the "channel shuffling" to fit with selected shader convention. It means that if you use sbsar files, use the PBR metallic roughness template in SD (with "Standard" shader in Unity). Once you import your sbsar file in Unity, if you select the "Standard" shader (=…
Yup, you did the 'move the vertex normals' thing right--well, right enough for the verts that matter for this particular lighting seam at least. (I didn't realize your meshes had depth). But it was like I feared--I seem to remember discovering at one point that UDK did some funky odd stuff on import--like regenerate its…
There aren't many useful reasons to mark anything as sharp on the high poly. You might do so to take advantage of things like separating smoothing groups in Max's turbosmooth. Which will use hard edges to act like support loops to hold a shape together when you subD it, but you would probably be adding a bevel, or more…
It's kind of hard to see, but it definitely looks like you didn't set up your smoothing groups properly. Remember that any 90 degree or sharp corners should be hard edges. If you do this and still get some shading issues, screw around with the smoothing groups to get a workable result. Any harsh shading issues on your low…