Daz: Tried turning on the "Cage" option and exporting a mid-level control mesh from Zbrush, apply sub-d smoothing to that in Maya, and render out a greyscale bumpmap from Zbrush to apply to the smoothed mesh in Maya? Basically if your highest SDiv Level in ZBrush is 6, do this: - SDiv 3/4 with Cage enabled, export as OBJ.…
Not happy, try mudbox , smooth shaded, and sluggish... Nice functionality huh ? Frankly, i'm amazed how fast people can still complain even with some of the most advanced technology. Give me the name of another app that can handle those amount of polys without too much slowdowns and in realtime. If you really want this…
Hi! Looking at the last screenshot, I'm wondering why the highpoly is not smooth-shaded? To ensure it's not related to something else, you could isolate the part showing the issue, see if it persists. That normal map looks to me like there's is overlapping geometry or UVs going on? Ideally share meshes (isolated elements…
No to pentagons imo. Youre getting the pinching because you have two edge loops close to each other, and one is pulling the curve slightly off its nice smooth path. As a very simple explanation, on curved panels like this, two edge loops next to each other means the model wants to be straight, not curved. This is why youre…
something also.. it looks as if youve imported an unsmoothed mesh. often times you will see results like that in 3ds max (if thats the 3d software you're using) if u just put everything in 1 smoothing group. ive found sometimes that i would import a model and it would have that result (last recalled occurrence was in ut3…
It'll take a lot of words to explain how to fix it exactly so I'll try to illustrate the principles. Pause what you're doing for the moment and make a cube. Apply a turbo smooth Go under the turbo smooth and change the number of segments on the cube. You'll see that as the mesh becomes denser, the corners get tighter. Each…
For the marble, it doesn't make sense to have the cracks in the normal map or the gloss maps. Marmle like this would be polished and very smooth, so the texture detail would be almost entirely in the diffuse. You would only get big cracks like you have in your normal map if the marble itself was physically cracked. Fresh…
I guess you did not fully understand my last picture so here is one that is more clear. As long as your texture tiles from top to bottom and side to side it will tile endlessly like the picture bellow. I still have no idea why you are cutting it up into those odd squares, that is compelty wrong. There is no point to do so.…
The science of baking is far too detailed to go into here, there’s lots of info on the wiki and all around. Suffice to say, the vertex normals (smoothing groups, hard/soft edges etc) of the low do have an effect on what the model looks like in the end, and how the baking is achieved to get it there. “Give everything 1…
It can be the scale if you scaled it up a 1000 or so times in the editor yes. Best never to scale it up too much. Two sided may also not help. The setting Cast Shadow As Two Sided you enabled should have been enough to fix that problem. Else I tend to model a very low poly simple exterior shell just to block the lighting…