the highpoly looks like it has smoothing group problems, the planks look rounded rather than flat. Maybe change the smoothing angle and rebake or add meshsmooth/turbosmooth and subd it instead? wont make a huge difference but it might help. Other than that its fine.
I think I see what you mean about the polygroups; it now preserves them on the extracted mesh? Regarding the circle; open maintains the volume the new mesh when smoothing, closed will not (which probably has it act more like edge smooth).
any specific reason for not just using the smooth mesh preview (3 key) instead of subdividing the model? i mean if you modify the geo after smoothing it, it will destroy the mesh anyway. it´s not like in sculpting apps that changes will translate trough different levels!
8mill seems to be butter smooth, 32 mill seems to run about as well as mudbox1 with 2-4 mill on this system(workable but not smooth). Quad core 6600, 8 gigs of ram, xp 64 and 8800 GT. Seems pretty awesome so far.
Is it supposed to be high poly, or low? If its high, then its far too low poly and had some serious smoothing issues. If its low, then in places its far too high poly and has some serious smoothing issues. Nice design though.
This is probably simply from trying to do too much with too little geo, if you've got geo that lowres and you're using 1 single smoothing group you'll get problems like that. Split it up in seperate smoothing groups, rebake and see if that helps.
Hey all I modeled this using Maya 2009, it's a steampunk mech. I want to know what you all think before I start to add texture to this. As you can see I have not smoothed it out yet for viewing purposes. The overall finished version will be smoothed and textured. Please let me know what you think. Thanks :)
ok, ive been modeling an elf, and started skinnig, but i have a problem. i cant get the face to look as smooth as i would like =/ anyone got any tips? at the moment he looks kinda craggy and ugly. but i want him to have that ultra smooth, everlasting beauty complexion that elven princes are supposed to have =/
yes, i use xoliul shader 2. the thing about bitangents, does it happen in max 2012? and yeah, im going to try it with smoothing groups, but i thought that was only the other way around? that you have to split uvs when having different smoothing groups?
You might want to check this out. its like what was posted above but is free http://www.zhangy.com/main/blog/id/22 in max you can smooth a mesh using its smoothing groups to created hard creases. perhaps maya has something similar.