The white buggy area is often marmosets way of saying there are bad smoothing groups or bad quads and/or improper meshflow going on. To start, try resetting the smoothing in the affected areas.
pov model? You're using a lot of tris on the edges/corners, are you utilising smoothing groups or just one smoothing group and letting all the normals do the work?
That's a smoothing error, to get rid of that, in editable poly, select the poly, and on the modifier menu, scroll down to the smoothing group section. Click Clear All. It should then be a solid colour.
^ Smoothing groups for sure. if I were you i'd select the whole body of the car and clear all smoothing groups, then go back through and assign them accordingly.
An absolute monster of an off-road rally high performance twincharged all wheel drive masterpiece fabricated by one of Italy's iconic marques, leaving an indelible impression on those who had witnessed it's racing prowess whilst piloted by equally incredible drivers, way back in the day. Was really supposed to be just a…
Hi guys, I'm just asking myself if there is a way to bake an highrez model to normal map via "transfermap" without having to smooth the mesh (with a division of one). Is there a way to let maya smooth the mesh at the rendering of the map ? Thanks a lot Massimo
I am pretty happy with this, maybe could possibly push it a little more (like adding a different texture to the smooth sections so it's not as smooth) but I can live with this. On to the next part!
i think in some cases zbrush is valuable on these tasks too. especially the alternative smooth is super valuable to me when handling smooth modelled surfaces. Also on Blendshapes it helps a ton
Hey, how would you go about making pipes and such? Do you have a way of adding the smoothness to a normal map or do you rely on smoothing groups or extra geometry?