Alright thanks for the reply i had a lot less geometry before i went and smoothed everything is there anyway i can get geometry more like the preview smooth in maya?
yes well I guess at render time it will be in smooth mode (3 key in maya) I will do the bevel to make it seem really sharp on the borders once it will be smoothed. is this going to be a problem?
Uh yeah....I wanted them to be smooth...I think I might have used the mesh smooth tool..and overdid it a bit. I didn't know about polyflow and such back then.... ^_^'
This model is much more interesting. Just watch your polygon distribution. For example, there's a lot of smooth arches, but the ground level, curved borders to the walkways should be smooth as well (not so polygonal)
Hello, I would like to ask few questions about three maps which can be baked in Substance painter. I was trying to search more informations about this but i am unfortunately not able to find how are this maps generated. From what ? Lets say that i am baking these maps just low poly to low poly , no high poly. How is…
"smooth" by hitting 3 with the mesh selected? That is only a preview for the viewport, and so Mental Ray isn't necessarily able to handle it. You'd have to manually smooth the mesh, I believe.
Why does the one with a single smoothing group have a less visible seam? Since the cube has hard edges shouldnt you be setting up multiple smoothing groups?
im baking it in max there is a cage no overlapping and with smoothing groups, i usually put each piece on it's own smoothing group unless there's a 90 degree angle or more here's the LP
Yeb, I'm baking with Mikk Tspace. My (baking) FBX settings from max are: "smoothing groups" and "triangulate". So it seems "import normals" is only for the smoothing groups. Thx
I think you need to turn off 'smooth shading' on the left hand toolbar in blender. To then get smoothness on the round parts (barrel etc) use the edge split modifier.