Glad the link helped. We'll try this. take your high poly and bake it without the surface details. This will determine if its a matter of how you setup your uvs and smoothing groups or if its that little indent texture that is creating the seam (the surface detail you have if not lined up properly would cause a seam). If…
Hi I'm currently having some problems with Substance Painter I've not had before and they're really confusing me. I'm not sure if this is dependent on the size and scale of the high poly mesh(es), but whenever I try to bake my AO, Thickness or Curvature, I keep getting an error saying 'High poly mesh didn't fit in GPU…
No, mirroring is definitely the way to do it! I thought at one point that I had tangent space normals completly understood, then I ran into problems on some hard surface objects (a gun) and realized that they can be much more difficult/complicated than I thought. One thing you can consider is using object space normal maps…
-Sculpted a high poly human in Mudbox -Retopoed in Maya with Quad Draw Was unhappy with how the feet looked, (did not get the edgeflow right) and followed a tutorial on subdivision foot modeling It looks cool when smoothed but the unsmoothed version looks super edgy. The silhouette is not what I was looking for. I was…
Good evening, I've been spending most of the day figuring out what the hell is going on with my normals: The subject here is a rock sculpted in zbrush, decimated and then UV'd in Blender. It is made up out of a single smoothing group and triangulated. Using multiple smoothing groups does not solve this issue. I have baked…
Hi guys. I'm working on a small project for my portfolio which is the Kiev 4 film camera and I ran into a problem with a seemingly unsolvable N-Gon. This is the N-Gon I'm talking about, that big poly in the middle (duh) :) As you can see below, it's very detailed, I'm going for the high poly count. But when I smooth it,…
I've managed to create myself a rig and control rig. I'm pretty happy with it! I have a finalish question. How does the skinning work exactly? In the past I've selected hierarchy>grabbed mesh>smooth bind. The character I have now is broken up into pieces. What I would like to do is select specific bones>select according…
Hopefully you dont mind, but I made a fix for you so that it will work in 2015. The function for polybevel had different attr names that was causing errors. Also I added two lines in it to turn off the smooth display after finalize and to smooth out the normals after finalize. Code below. // a function to be called when…
High poly is done, still a few smoothing issues here and there but I think they're minor enough to sculpt out. Fewer roadblocks than I expected, the prop art courses I did definitely paid off in terms of improving my sub-D modeling skills.
Hi, Polycount. :poly121: I've got the following problem with Lightmass and Lightmaps: As you can see, there is a nasty black gradient in the 2 corners of the fusebox. The problem presents itself when the light is not directly in front of the asset. The more severe the angle - the worse it gets. This gradient always appears…