Your model is super smooth and bland and you berate the great organic modeling of Kolby by saying its just lumpy when its actually good organic modeling. And then you make the helmet something that should be hard solid smooth metal. Look as if it was molded from putty. All lumpy and crazy
What are your current smooth bind options set to? I'm guessing there might be something there that's causing you all this grief. edit : make sure that the "remove unused influences" checkbox is un-ticked in the smooth bind options. This might well be what is stopping you from assigning weights to certain joints.
So I've been looking around at a ton of articles and threads involving this, and after grabbing info and methods I'm still struggling to get a decent result on my leaf cards. A main problem is that most of them are for Max or some other 3D suite so trying to translate that info to Blender is tough, but nonetheless here's…
Introduction Hi, Polycounters. MayaFPS is a plugin for Autodesk® Maya® which implements first person camera controls. The plugin allows controlling the perspective camera in Maya using traditional first person shooter controls (WASD for movement, mouse to look around). This is very useful and saves a lot of time for a lot…
I added a 32 pixels texture with the base color of normal maps and it fixed that. I'm getting another problem now. It looks like there's no smoothing groups on the hair piece only. One thing to note is the hair pieces are the only parts that have different smoothing groups as you can see in the 3ds max viewport:
Taking a look at game assets is almost always educational. Look into the GTA4 mod scene for tools to help you out there. Yes, you can use smooth preview to get a high poly for normals, you'll need to do Convert>Smooth Mesh Preview to Polygons first. Good practice to create a duplicate first.
Also as a result of keeping the serif detail the edgeflow vertically for the right side of the "K" gets pretty bad when extruding and insetting a few times. My "A" handled things fine but I'm guessing due to the less detailed serifs? I cleared all the smoothing groups and then did an Auto-Smooth. Pertty gross compared to…
Keep in mind. Even boxers are not hugely buff like this guy. He looks more like a body builder to me. Also smoothing your muscle transition from one to another. They are quite sharp and sudden. Look at your ref the muscle are smoothed not sharp when it comes to the edge. And even on buff people this is the case.
thank you everybody for the helpful advise. ive managed to fix it by adding a chamfer to the hard edges in 3ds max and assigning 1 smoothing group to the piece and that gave me the smooth edges i was looking for in ue4. this an image of the result. please tell if you think it looks right or not. again many thanks for all…
Like gray said, it depends on what you're trying to do, but if you're just trying to get a triangular prism to subdivide you might try something like this: Left mesh: base mesh with supporting edge loops Center mesh: base mesh with smooth preview Right mesh: smoothed mesh with 2 divisions