For high poly I almost never use Bevel unless it is to create a filleted corner. Beveling becomes messy very quickly (especially in Maya) and I generally do not like losing my corners whilst modeling with smooth preview. I almost always use support edges but there have been instances here and there where I will use the…
Actually, phong-edge breaks are more flexible than Smoothing Groups. Smoothing Groups define edge-breaks at a per-polygon level (at it's lowest), but phong-edge breaks are defined per-edge (although the effective/usable results are often the same - while you might just have a single edge-break in the middle of a seam of…
I need to smooth out this circle of faces. I think the problem is that the circle is made of triangles and the inner circle is slightly raised from the center, causing it to create this weird shading I know that I should probably redo this mesh and avoid triangles for this cylinder but that would mean having to redo the…
Hi, i tried to make some Wood in ZBrush and want to Bake it on the Low Poly. I only sculpted the Top. The Problem you can see on the picture. Is this a Smoothing Group Error ? I took for every side a new Smoothing Group (1-6). What is the Problem here? Software i used: 3ds max 2014 ZBrush 4R6 xNormal Marmoset 1.10 Hope you…
Why do you need seperate smoothing groups? I think most UV to smoothing groups scripts will use the same method as both of those scripts or newer scripts swill select uv edge boundaries and make them hard edges. Neither will help you. Another issue is that there are only 32 smoothing groups. I think you'll run out quickly.…
Hi, so I try modeling the pieces for tabletop sim. The board game is called quadular and there is not a bord existed in the workshop. So why not try make it my own. Well I use 3ds max to model the pieces low poly. I even applied smoothing groups. But after exporting to .obj, all the polygons are smooth instead of hard.…
Thanks gents, so both adding an edit poly modifier and STL check fix the weird shading issue but they both completely get rid of my smoothing groups. Which is quite a big issue as I have a baked normals that need to be applied to the in-game asset. And the model is quite complicated so going back and editing them again by…
Hello, Sorry for the generic title, I too have looked through far to many normal map problem posts and its been something simple like not splitting the uvws by the smoothing groups. However I seem to have done something odd. I made an object with was a rectangular box bashed up. the lowpoly for it was just a rectangular…
I am a newbie in 3d and I am trying to figure out how to properly make hard surface high-poly meshes. I am struggling to bake a flat surface onto a smooth-normals low poly mesh even with the most basic setup (a quad). This is my low poly: This is my high poly: Both models have smooth shading on all polygons. High poly…
Hello, I would like to ask You for some advice. How can I create some nice smooths/abrasion on my models ? Here is some example from google: https://upload.wikimedia.org/wikipedia/commons/f/f8/AK-47.png We can see smooths/abrasion on metal in various places (not only on edges but in places that are touched a lot too) they…