If I could just interrupt with some noob questions that get progressively off topic: When you say 1 smoothing group cube, do you mean a cube where all faces are smoothed + continuous (t net I guess) UV's, or a cube with no smoothing (all hard edges / split uv's)? If it's the former is the idea to show that the normals are…
cheers fella's aye the smoothing groups seem to have nagged ALOT of people maybe have a stab at re-doing this project or a similar one of the summer hols, modelling my house for example might be a bit easier. i see your point on that chunk, it didnt help that the wheel images i was using were slightly upper left pespective…
Something that may be making that head model look less feminine, is the lack of smoothness. All those ugly wrinkles on the forehead and some on the cheeks, are giving the appearance of an old man as opposed to a young girl. Since that mesh looks like it's been smoothed, I wonder how the control mesh looks on the forehead -…
Hi, I have a displacement map seams problem, as displayed in the image. It happened to practically every work I have made by generating a displacement map in ZBrush and then applying it to Maya. The configs I always use are 0.5 mid value, 2048X2048, 7 of bleed. I attempt to smooth the border out in Photoshop as much as I…
Hey. I received this model and quite a few others as a FBX . I noticed some of the buildings have this werid thing going on with the faces. Thought it was smoothing groups or normals, but after removing all smoothing groups to no effect, and flipping the normal still had no effect. The only way ive figured out how to fix…
Hi everyone, Maya/3d modeling beginner here with a project I'm working on to familiarize myself with the modeling toolkit as well as the rest of Maya. I've been stuck for a while trying to figure this out. What I did: I used quad draw to patch a hole of faces in my mesh. What I already searched for: Flipped normals,…
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…
@ant1fact Yes, cage is not needed in this workflow. Strange. I've been exclusively baking with SP for 18 months and 'compute per-fragment' has never not been on by default. :) @Nerdicon3000 Here's a description of the workflow: - Low and high silhouette matching closely - single smoothing group(no UV/SG splits or cage…
Hey I'm fairly new so i don't have any tips really, but something that's helped me is to just really look at the pics/refs, literally study and observe everything you can see, i never did the planes thing but that's just me i guess. Look at how the webbing between the fingers are formed, the tendons etc , look at your own…
Such a dramatic change, I love the sci-fi look and all the texture work you have done. I'd say I prefer it in the shots where you have the material more matte/patchy with shiny spots than super smooth shiny as it helps describe the lighting and looks less synthetic, in reality you'd have contribution from both a rough…