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…
Wires don't really matter when you get into sculpting, only if you have issues with pinching.. All proportions can be adjusted at your leisure with ease. It's also difficult to get a feeling of the proportions because it was just thrown into ZBrush and everything's been smoothed and sucked in a bit. Usually when working…
Well, the bending and using and FFD to nudge things into place went rather well, the last (and latest question) is about normals. You can see how there is a seam in the bend at the top (in my latest image above). This is from the bend normals being smoothed by a smoothing group. I am not sure how to take the end verticies…
Not a bad start. My best advice is to ALWAYS start as low poly as you possibly can. From there, slowly divide up as you need more detail. Do not move onto another subdivision level until you've defined everything you possibly can in the current sub d level. You've achieved an okay result on the face, but I can tell you…
@EarthQuake Thank you its getting clear more to me, though if its 0=nothing no metal then why is it I am seeing people using black texture in Unity in metalness slot. My guess is that if you want 0 value in metalness the default standard shader gives slider for smoothness which I think is fancy name for Gloss / Roughness…
I turned turbosmooth off before exporting the mesh, hmm i baked the mesh with a resolution of 4k without getting any details from the HP. The edges are to sharp on the HP ? Can you upload your version of my file ? Maybe It's a stupid question but does it matter how many smoothing groups the HP mesh has ? or should i always…
I was pretty pissed in the past because I though there was no smoothing in cinema and I always used 3DS to apply smoothing groups, then some guy here told me that you can simply export the phong smoothing in FBX and that acts the same. Also you can apply 2 UV tags and then you have 2 UV maps basically Other question, does…
In Maya, smoothing groups are done through the menu at the top. Select the edges you want to smooth and then go to 'Normals > Harden Edge' or "Normals > Soften Edge', depending on what you want to do. For self illumination, select the material you want and in the Attribute Editor turn up the 'Ambient Color' value. I…