It seems that every part of the model that doesn't matter has all the polys. When you're working with limited polys, you need to allocate more polys to larger objects, and any polys that people will notice. Things like the plunger could be alot lower rez. Also, do some reading up on smoothing groups. With low poly…
Are those tiled pieced merged together or did you just combine them (border vertices not merged as one). This will mess up your smoothing,, at least this is the case for maya. Try merging them and reset the smoothing. Edit: Is that your normals showing in the screenshot, or your mesh without the normals. Did you have…
Since your in max, you might also want to try the "double turbo smooth" trick. You just apply one turbo smooth modifier over the top of the other one. What your essentially doing is uniforming up the mesh density so all edges get beveled nicely. Its a very quick way to uniformly beveling an object.
eh i've zbrushed shitloads of triangles. Ngons are the problem with zbrush. Zbrush will divide a quad into 4 quads and a triangle into 3 quads, but the 3 quads wont smooth... no big deal because the next subdivision level will divide that into 12 quads. Only problem you will have is with smoothing, which can quite…
This typically happens when you have hard edges (smoothing group splits if you're a 3DS Max guy) on your low poly mesh, but don't have UV splits in the same area. Fixes would be: * Make sure you smooth your low poly mesh * or * Make sure you split your uvs along your hard edges
@Ashervisalis thanks for pointing those mistakes out...........tried to work them out. (19/30)....... used smooth too much again....guess i will change the shortcut for smooth for a little while. took masseter muscle and salivary gland behind it into consideration....and that medial fat pouch thingy as well. Ear was an IMM…
Ok, so I've encountered this smoothing problem that I really can't seem to track down. For the most part, everything looks pretty clean but in some very specific angles I get some really strange smoothing artifacts. Here is a picture showing what I mean: If anyone could shed some light on this I would be really thankful :)
To me, because your high poly model has a smooth edge, and on your low poly it's very sharp, the values are conflicting. I get this all the time, best option is to probably chamfer the edge because you can't do much with the smoothing groups here i don't think Are you talking about the edge of the object or the line at the…
I havn't made a single uv inside 3ds max for years because there was too much manual cutting involved in the past (don't know if it improved, have to check) but i find Headus Uv very fast. Before exporting to Headus, i assign my smoothing groups, export and with few clicks, my mesh is unwrapped automatically according to…
That's not necessarily true. In this case the bevels are just for smoothing, but a proper bake would take care of the smoothing anyway. Big rounded edges benefit from having bevels, but for a thin edge like this a hard edge + baked normal would probably look much better. Depends on the type of model, but in this case hard…