Hello Decoyz, I had the same issue years ago and realized its just how zbrush handles and represents its displaced data. If you store the initial mesh as a morph before dividing the model and then blend it back in afterwards then it has a tendency to exaggerate the higher levels of sub-division. Zbrush does not do…
Hey man, nice to see you posting something. The eyes are a definate improvement, but there still is quite a lot i would change with the face. The first thing i notice in the first shot is that with default shading this dosent look very good at all, i would add some more detail to the face so that it smooths well with…
Sculptris is great. I know I recommended it to somebody in the hangouts emphatically - was that you? It also has some of the best smoothing controls in 3d art, thanks to the decimate/optimize brush, you can easily crunch an area down hard and smooth it to obliterate detail. Some of my older/shittier sculpts were in it: [1]…
Ok I managed to fix it. I exported everything in OBJ with all the option OFF (smoothing group included). I exported everything back and had to redo all the smoothing group. Then I had to use theses settings to make it happened As it's hard to read, the values are 0 then 175.0000 Hope it will help someone one day :P
You can change the smoothing angle of the mesh but in modo it is located in the shader tree menu>Base Material> Properties> Smoothing Angle. To get it to mimic max the value is higher but I can't remember the exact number. I think it's 60? Somebody else please chime in. I have modo open so here is a pic (Bottom)
You should put a bevel on that corner if you can, it looks super sharp and the lightmap will probably bake out real smooth if you do that. I think I read somewhere that Mirrors Edge used beveled edges on walls together with lightmaps to get a smooth result in lightning on edges. Otherwise, looks really good!
Hi! 1. Yes, you can increment on save but only through additonal script. 2. OBJ supports smoothing groups it just need to be switched on in export options. I believe you using Max? There is a [Texture coordinates] [Normals] and [Smoothing groups] checkboxes, and you need to turn Faces option to triangels to prevent 3DO…
Basically what Noors said, I never work with a high resolution dynamesh because you have no access to lower subdivisions which sucks for smoothing and making large adjustments to your mesh. Projecting can give you errors but you can usually resolve them by smoothing the broken parts out and projecting the mesh again.
Hi ! After you import from Headus UV to 3Ds Max, try setting up Smoothing groups from UV shells using Textools. I think it'll fix this issue as this looks like a smoothing problem to me. I have used this method so please feel free to give it a try. Cheers !
for the highpoly version you don't really need to show the wires of it before it's being smoothed, just show the high poly wires and the high poly smoothed, doing it like this makes it looks like that is your low poly, the upholstery seems like it's a little more shallow than in the ref, looking great though - keep it up!