Hey Everyone, I am having trouble with the High Poly version, specifically where the two curves meet. I am trying to use "Smoothing Groups" to solve it but it's not working. Does anyone have any tips how I can make the transition smooth? Thanks
It looks like either your high poly or low poly doesn't have proper smoothing groups. Be sure to soften normals on your model in Maya before exporting, and for your high poly you can just set the Smooth normals column in xNormal to Average Normals.
Do black for RGB and smoothness is packed into the alpha. The metallic map defines what parts of your model are metallic, if it's all black it will treat it all as dialectric. The smoothness map is afaik rougness mapped in the other direction, and is shoved in the spare channel for performance reasons but it is its own map.
I wouldn't make the record an alpha plane, it'll look a lot better with lighting on it with 3d form in the lowpoly and careful use of normals/smoothing groups. Definitely agree about the main body of it though, smooth it out with alpha like tgz said. Anyway, looking awesome.
Hello, I have a model smoothed with "Convert > smooth preview to polygon" but now I want to do a retopology and I tried using the "Reduce" tool, after reducing for about 70% it looks fine until I start deleting some extra edges and it just get broken. If there is another tool that works better I'd love to know :)
Hi, Im trying to get a model to marmoset as alembic. Why alembic? because it has some jiggle deformation on his belly. and fbx doesnt work for it. But when I Import it, I get a seam in the middle. Its by the UVs, I kno w. But fbx does have a smoothing group. Is there a way to get this smoothing groups to work with alembic?…
It's not to do with triangulation in a strict sense. I think this issue is that sometimes the vertex normals are locked and aligned to some worldspace transform or otherwise just broken in some way. when you wrote you can't even assign smoothing groups to the affected areas is a clear indicator the normals are locked and…
Lots of issues with edge flow, you have some hard creased areas in place you want smooth. I suggest using the divet under the door handle as a floater. Same with other details, that way your actual door can maintain a smooth meshflow.
@throttlekitty Hey, One more question when I use smooth preview I have my vertex boundary set to sharp edges and when I click on smooth mesh preview to polygons it uses the vertex boundary sharp edges and corners anyway to fix this?
I think it would be interesting to try to build the landing gear into the structure of the airframe and not use wheels. It looks very smooth but I think breaking the silhouette may be worthwhile? It has a gun hanging under the nose, maybe try to make a smooth gunner optic system?