Another character model I'm working on. The bottom left is the result of smoothing the lower version on the right. Not too sure if the smoothed mesh is a good way to continue the model or if I should retopo after throwing the base into mudbox.
Not sure if you can do this in sculptris but in Zbrush you want to step down to the lowest subdivide level and use the alternate smooth, release shift when smooth, tool. You then continue the process up subdivision levels.
You have a smoothing split but don't have UV padding. You need to either remove the hard edges and rebake, or split those UV islands off and rebake. A smoothing split requires a uv split with padding.
proportions look ok, the knee is a bit high. the posing is off balance, and the legs lack form and definition. study some medical images of leg musculature, and sculpt for that, then smooth were skin would smooth. gl! -Woog
I believe when baking normals you generally need to split up your UV islands by smoothing groups and leave some room for padding between then. Also check the smoothing groups on your low poly?
Any chance we could get a .3ds without the smoothing groups? The .3ds importer for xsi unwelds all the verts at the edges of the smoothing groups....kinda makes it a bitch. I understand if ya don't wanna tho;)
This looks like issues with smoothing groups assignments in MAX. Are you exporting to the FBX format ? If so there should be an option to export smoothing groups. Can you post a shot of the model in max ? I presume this is not happening there ?
The smoothing groups seem to be set up wrong. I'd suggest removing any smoothing groups on the sides. Especially noticable on the third image. Here's the Polycount wiki page on the topic http://wiki.polycount.com/wiki/Smoothing_Groups
so how do i get around this? when i turn on smooth preview it gives me perfectly straight edges. however when i smooth the geometry it isn't completely straight but better than it was.
This is more like smooth round rather than smooth floor, but maybe you can work with it: https://www.desmos.com/calculator/t8ev8mqdls a = number of steps b = sharpness it runs into problems with a "sharpness" value below 15.