Frank mentioned that edge tension is not always negative and that increasing the smoothing stress can sometimes reduce smoothing artifacts. Is this one of those cases? 🤔https://twitter.com/GreenDevX/status/1676976447313833984?s=20
And here I come to pollute the thread with low resolution progress! Yeah yeah, monitor can't display more than 1024x768, trust me, it irritates me far more than it does you >< Just some little tidbit stills from animations in progress, to perhaps hint at some ideas underway. Will probably make some videos when they are…
headlight area is fucked, same with the boot lines. You know it doesnt look right, because a quick look at a photo would tell you this. Concentrate on getting a smooth accurate shell first, worry about the details later. Your topology is mostly correct, but also sloppy. Just because youre smoothing it doesent mean you can…
hmmm... I'm gonna have to disagree with you there on the good and bad thing. The problem with using a lot of smothing groops like that is you aliasing is going to really show in engine. Yes, there are some odd curves on the non smoothing group version, but those can be fixed by manually editing the normals on your final.…
"Quake 3 took a hybrid approach with the torso, head and legs being separate skinned meshes." That's not exactly true. In QIIIA the elements with smooth deformations (torso and legs) are not skinned meshes (as in, driven by a skeleton) ; they are purely vertex animations. They can of course be authored as skinned skeletal…
I'm having two issues and I have no idea how to fix this and I've been trying to figure it out by myself for a long time now. First problem is when baking normals with xNormal from a high poly mudbox sculpted model to low poly game model. Those inset lines are perfectly straight on high poly model, yet they bake with wierd…
Hi, I have made a hard surface knife model. I have made two versions, low poly and high poly. I used subdivision smoothing on high poly, basically standard hard surface modeling workflow. However, I got wavy-pixelated shading in Unity 3D and Marmoset. This shading problem does not appear in Substance Painter. Then I tried…
Hello i have problems, i have this scan, hi poly few milions, i have decimated it in zbrush to around 5000 polygons, this low poly has been subdivided to again few milion polygons and i have re-projected in the subtool section of zbrush the original hi poly detail (from original model) to this low poly (subdivided several…
I've run across this problem while animating my model in maya. I've created blendshapes for my model (without altering the topology of the low poly control mesh, of course) and everything works, but when I smoothed the animated version appearantly the topology changes in some extremes, like you can see in the sequential 3…
Hi. I'm not much of a Hard Surface modeler, but for work I typically have to do hard surface stuff. We don't usually make a highpoly model and then bake down to a low poly. We just make low poly objects for use in Unity. We're not really a game company, so we don't have anyone who manages quality control of the models, nor…