I done some testing. When you apply turbosmooth all polygons are automatcally in one smoothing group. You can mess with normals but... I tried but has no effect on normal map. I guess bakers takes HP smooth by default. One more thing I learn, importance of tangents and binormals when you export your mesh. Thank you
oooooohhh my gawwwd. such nostalgia with the pro carbine :D for all of the holes and such I think you should add support loops around them before you smooth. Also it will probably help to run your edges around the model so you don't have n-gons. You should have a cleaner smooth result if you keep it quads as best as you…
Maybe add some break up to the roughness. Right now it's just smooth, maybe making it more rough where the veins in the marble are will give a better effect? The main problem I see is that it's really really smooth which you could break up by giving the impression of cracks and defects in the marble. It doesn't need to be…
nice improvement. The concrete platform looks wieredly smooth. I think there's something to do with smoothing groups. Second, u need some ambient light. Black spots don't look good. And the last one, probably just picking, the garbage patch in the middle looks too artificial because it is very concentrated on a small area…
I would recommend you UV map the lower resolution version before you add turbo smooth, or mesh smooth to you're modifier stack. An effective method if you've already collapsed your stack and cannot go down in resolution. Would be to export your model out of Max and use a UV editing package like "UV Layout, Roadkill, or…
Hey guys. I've been developing a VR project for a little bit and have a question about making assets for VR compared to assets for a regular game. Is it better to just bevel edges instead of using normal maps to get smooth edges? I understand there's an increase in poly/vertex count, but when is beveling verse baking an…
Hello, I'm working on a flaregun! :) I'd say I'm fairly amateur, and that I would like to use this model as a way to learn PBR. Here's some of my reference images. Here's my high poly. Here's the low poly bake with wires. It came out to 3294 tris in total. For some reason there seems to be some sort of smoothing problem on…
Some 5 years ago, omg! This thing was a major pain, there was sooo much i didnt understand, like if you leave a hole in your highpoly, you'll get garbage results in your bake. And attempting to paint out "errors" which i later found to be gradiations to account for smoothing, and painting out errors from the…
A lot of forms with the face seem to have been missed/smoothed over. I really suggest going back to your lowest subdivision and sorting out all the major muscle areas and bone structure of the face before moving on. No woman's face is that smooth, not even in anime. Horrible reference, but there's not much out there in…
Also here are my Maya export settings. I don't see any options about exporting or not exporting custom normals like there are in Max, so I can't say if there's something I'm missing or not. Also for the FBX export settings, I have Smoothing Groups checked, Smooth Mesh checked, and Triangulate checked, and all other mesh…