1) SMD exporter is only in the 2012 version of Max, so you have no other option but to download the old version. 2) In order to properly export the model in ZBrush to properly distribute the smoothing groups and put two checkboxes: "Use NURMS Subdivision" and "Separate by smooth group". After this export file in OBG with…
Alright, I'm still avoiding those last frames for some reason, but finished smoothing mostly. Just gotta fix those jitters, work on weight and polish. Going well I think but any critique would be extremely helpful. [ame=" https://www.youtube.com/watch?v=v3ZV_jyFDdY"]Jugernaut Taunt Smoothing - YouTube[/ame]
Yes, but only wrong in a certain sense. As I said, it's a complex subject. The topology will cause artifacts when smoothed. But that might not be a problem if it's not seen in a shader with texture maps. But if you're just learning this stuff you need to learn the why things are behaving a certain way, as well as the how…
the design of the axe means that it's a present day axe...which means the bump should be smooth in general, with some scratches if you wanna show that it's been used in ...something (battle, etc.) the handle is too bumpy as well. Even if you see weapons from the middle ages they are smoothed out. keep working. 80% of the…
No picture? well I'll just list what is checked off then Geometry : Smoothing groups Smooth mesh Animation: Animation Bake Animation: Bake Animation Start/ 0 End/ 96 Step/ 1 Deformed Models: Skins Blend Shapes Constraints: Constraints FBIK Definitions I'm truly a noob when it comes to FBX and Max..
I have Smoothing groups checkbox turned on. And when I choose Import type - Static Mesh in UDK import window smoothing groups import fine. So they actually are in FBX file. Unreal just ignore them when importing as Skeletal mesh. I can't believe I'm the only man who have this problem.
Very nice. I'm liking the leg and chest areas the most - the mask and arm things are very cool too though. You might wanna see about smoothing the hands out a bit in the highpoly, they're looking kinda randomly lumpy now, they don't have the smooth definition that the rest of your anatomy shows. Keep it up
Kitteh>Yeah reminds me of my childhood when I was an avid Lego builder! Nicely modeled, perhaps add even more smoothness to the hands; a few more polygons wouldn't hurt. And there seems to be a smoothing problem on the forehead of the model, perhaps add some sharpness to that edge by adding more polygons. And that cat is…
interesting tip Shepeiro do you think splitting my uvs on my pillar in this scene: http://boards.polycount.net/showthread.php?t=71419&page=3&highlight=syndicate will fix the wierd shadowing( at the moment it looks like the shadows are trying to make the square pillar rounded/smooth) or is this a smoothing groups issue…
I would say you want your mesh to smooth as best as possible(smooth groups and whatnot). Normal maps not important/necessary, I think. Using the Gimli created for this challenge - the Self Illumination is set 60%, so lighting doesn't affect it much - which doesn't confuse the light sourcing as painted in. Hope this makes…