@Zlivingston Np :D Bend is your friend though sometimes you gotta know if you should bend first or bend after xD That bot is looking so good Make sure your 8-sided cylinder has the size as close as possible to your high poly, also make sure to smooth the edge normals (it's on the shift right click menu while on an edge)…
Okay, so I have a new effort. This one is 5k, falling somewhere between the original 8k and the 2k above. The material I've applied to the trees to create the seasonal effect is actually a instanced material with one Scalar Param for "autumness" and another for "winterness". Combining these gives you all the variations of…
I am pretty new here on the forums but I figured you have to start some where. There are always a few things I keep in mind when I am baking detail from high poly to low poly via normal map. 1. always make sure that the high and low and as close to on top of each other as they can be so that your cage need the least amount…
You don't need to subdivide the mesh, just select all polys before you bake and set them smooth. I think Maya has smooth groups so make sure they all all one group. Below is blenders shading options. There is no sub divide modifier on the models and they are identical geometry. Have a look in the wiki here to see if you…
Wow Tested so many things but didn't thought about smoothing the mesh display before exporting, I thought that it wasn't stored into obj. Thank you so much Fabi_G!!!
Hello. Is there a way to partially smooth masked area in Zbrush? For example, if I have masked area in a form of triangle, can I somehow smooth only one cathetus/side of it?