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.
@Joop yes. zbrush doesnt work with smoothing groups. every face is being lit by itself. no context to other faces regarding light. @Fabi_G yas thanks. but i still dont get why zbrush decimation master gives me better result than Prooptimizer. something with bad smoothing groups?
hey guys. How are you all? Well I am modeling a stock for my ak-47 and a weird shading problem appeared. Here are the snapshots. 1- This is how it looks after applying smoothing groups. 2- This is the wireframe. 3-) This is what it looks like after applying turbo smooth.
Okay, I was bored so I made these little rts type vehicles. I know they suck but I wanna ask about smoothing groups. I don't get the desired affect at the moment. Any help? Its on clear all at the moment. I tried auto smooth and stuff..but they are vehicles...you know?
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.
You should smooth out the sleeve wrinkles as they look quite lumpy at present. One method I use is to delete the top couple of SubDiv levels then re-subdivide them. They should be smoothed out, so you can go over them with pinch to retain the sharpness.
As I understand it, if Unity recieves an FBX file with smoothing group information in it, it'll recalculate the vertex normals - even if the mesh is already supplied with vertex normals. So you in your FBX settings you need to: Disable "Smoothing Groups". Enable "Split per-vertex Normals".
This looks like an issue with UV smoothing. Are you baking down to a sub-divided mesh? If so, why? It looks like your uvs are being smoothed in the middle of the uv islands but not on the edges. Also, where did you bake your normal map, and onto which mesh?