no need to make a collision mesh for it at all. in the static mesh editor you can set collision. fixing smoothing groups would probably be done in max/maya by custom setting smoothing groups (or hard edges in maya). Is this prop normal mapped/baked?
i'd try playing with your smooth options, maya has an option called "keep map borders" with the choices none, internal, all. all produces a similar kind of edge distortion that you're seeing there. max probably has a similar option with in it's smooth.
Yeah, the PSP is pretty nice to develop for. Pulling out all those Quake2 modelling techniques. Also the tools are so smooth and easy compared to Gamebryo. Not as prtetty as Unreal 3, but the smoothness and rapidity of import/export of assetss has a lot to reccomend it. Scott
Another problem I'm having is that the smooth brush does bugger all i have the strength and build up at full and as fas as I'm concerned that should actually flatten the mesh with smoothness, but instead it's like I still have it at some tiny number.
Hey there, I have recently been trying to go extreme with optimizing UV space and have seen videos on people deleting a mesh down the middle, UV-unwrapping it, baking it and then mirroring the mesh later. Basically saving on UV space as the other half would be offset outside the 0-1 space. However when I attempt this I get…
Have you tried subdividing the model first in Maya/Modo, with smoothing off, then importing that and subdividing with smooth on in Zbrush? That works pretty well for me. Or you could try the method Faf explains in her Vertex tutorial: http://i.imgur.com/Qq8WhqR.jpg
Ok, OBJ bake fixes the shading issues and glitches, but hard edges still have that distinctive edging. EDIT: Yet edges near on top are completely fine and smooth. Must be something about the smoothing groups and how I split the UVs.
i gues your mesh is not smoothed, depending where you are working, you need to apply soft edges or smoothing groups on your model. if you realy have never done it before, it might be worth heading over to the polycount wiki.
Hey, good start on blockout! Watch out for smoothing issues, better fix them while you are still blocking stuff out :P If your normal map seems fine, check out your smoothing groups. Good luck!
I knew something was wrong, I though it was more the length of the palm, I can see the finger length is wrong from the sideview now. I blame 3dCoat for the lumpyness, smoothing is more difficult, it always smooths downwards. Thanks for the help.