Yeah I set keyframes as well to explode the objects. On a related note, anyone know if there's a way for transfer maps to take into account smooth preview, so as not to have to convert all the meshes to real smoothed meshes when baking?
Mesh smooth, Here's a wire before mesh smoothing, and the reason it looks so dense is because of the amount of detail I'm trying to put into getting the hands to come alive, not there yet but textring should help and here's an update on the hoody
Yeah I planed to add more details to the model. If my mesh is merged? My smoothing modifier is above the symmetry, so technically its "merged". It would cause problems if I had smoothing below symmetry tho...
i will :) well. those 'shadows' are polies triing to smooth around a corner that is too sharp for the smoothing to cope see below :) hope this makes sence see adding an edge to it will stop the black 'shadow' moving across the next poly :)
whats smooth panning,- you mean holding left click and drag (if the image zoomed so that the image itself zoomed is bigger as the window) ? Works for me very smooth - but I guess you mean perhaps something else?
What are you saying? You could easily float a smooth edged bit of geometry over a hard edged corner, but, you could probably add in the geometry to make that edge smooth in the model in the same amount of time really.
Hi! This is my first post here in the 3d section, I am sorry if there is a main thread going on, I tried global search, and forum search but only found individual postings. So here I go, my attempts with creating a library of pbr über shaders with blender/cycles. SSS Skin Shader (model is that scanned head you can find…
Hello Everyone, Over the past three weeks I've started the adventure of learning 3D modelling using 3ds Max 2018. For my first asset I'll be taking from start to finish, I decided to make a simple metal barrel; with which I've had a huge amount of difficulty producing a clean normal map bake. I've tried a number of…
If you're just doing a wire render to show off topo and flow, you might turn off the creases on your own. If its being smoothed, you might as well smooth the object and then turn the curves off.
I think the biggest flaw as far as I can see is the smoothing on your low poly. Either break the UV up or add some chamfering. Or of course, use different smoothing groups, if the model format supports it.