Yeah, smoothing groups is Maxs way of handing soft/hard edges, thats what I mean. Don't make the asset all hard. Just use hard/soft edges as you will with the final model...changing those edges after baking messes stuff up. Your bake shows the nasty crease. It looks to me like you had baked there with the low poly having…
That normal map hurts my eyes. :poly115: Looks like it may be down to the smoothing groups though. I see you've split up some parts into seperate UV islands, does each islands corresponding polys on the mesh have the same smoothing group? Also make sure you don't edit any of the smoothing groups once you've exported for…
I'm working with a model given to me by an outside company for my work to use in promotional material. The model came as a STP file and only surfaces, I converted it to polygons to work on it I haven't used any bevel tools. Initially when I was adding the vertices, half of each face tweaked turned pitch black and the other…
I think Pior's iteration on the smoothed-normals idea is the right direction. Keep in mind - he just smoothed the fuck out of the model. but if you wanted a specific stylized line on the cheek, you could model that in as well. This is how the shadow "keeps it's stylized shape" - it's baked into a normal map. Then take this…
In Halo, The tires on the warthog are quite a bit more high poly than a cylinder, and I am trying to mimic that as my reference while changing the tread pattern. A cylinder would look kind of bad, no? Not sure what part you are reffering to/how to fix. I did not use turbo smooth, So I have no clue what most of that meant.…
Those arent my lightmap UV's , these are them http://i229.photobucket.com/albums/ee301/knak47/Polycount/tekleporter_uvLightmap.jpg Its something with the normal map and how its reacting to the lighting. as for you're other thoughts. I did bake my Normals in Max and import them, The compression setting is set to…
you actually have a pretty damn good start...the reason your getting those weird shadows is because of your smoothing groups...im not sure what program your using but hopefully you know how to adjust these...basically what I do is select all your poly's and turn them to a full 180 degree smooth...after that go to area's…
Hey man, looking cool. I think you are running into a problem I see a lot of people run into when working with sculpy for their first time or two. You aren't working in any subtle definition. It's all super defined. I know Dobby has a craggy face, but you should let some of these hard edges slowly desolve. Sort of a lost…
What app, what engine? Pics would help, if you can, especially of the bones and the mesh deforming oddly if that is the issue. Possible solutions: - Could be a triangulation issue? If you are working in quads or have polys with more then 2 tris then you should check the flow of the invisible edges. Fixes are app/engine…
@MikeF: Custom iPad engine, that's cool. I didn't mean to imply that you weren't going about this the right way. It's just that sometimes people get funny ideas about optimization and take it too far. I wish I had more info to offer, I haven't done any "low poly" stuff in a long time. I think you'll end up having to…