"And I got really good results in my bakes when I started using Cages throughout this tutorial." I hope I am not going to sound like a jerk here, but the first step for you to determine whether or not they are "old news" would be for you to investigate and understand why you suddenly got good results out of using them. And…
I really like 3ds max, I only use 2009. Because as some other people mentioned I find 2010+ up cluttered. the UI doesnt make sense. I like the number of plugins and scripts available for max, the community is big and there is some really cool stuff on scriptspot. Also I use a lot soulburn scripts, that helps a lot. I…
you've got too many straight 90° angles and too sharp edges overall. on Overwatchj everything is nicely angled, or beveled to chunky 45° with soft edges to catch highlights nicely. Check out the overwatch high poly renders on artstation.
It's not smoothing groups. Unity only supports 1 vertex color per vertex. So, you cannot color per polygon (which causes hard edges in vertex color, because edge vertices are then storing multiple colors). If you want hard edges in VC, either chamfer the edges with tight bevels (not recommended, long thin triangles are bad…
The trouble is that the edge selection is the part that takes the least amount of time (and doesn't break unless there are broken SGs in which case the whole inset-by-SGs concept breaks) - there was basically no difference from making chamfer pick edges by smoothing group and setting my own set of edges (which also…
Holy tight edges! You really need to watch your edges, right now many of them are so tight, it makes baking a normal map sort of pointless. You can already see aliasing going down on a majority of your edges. If you don't mind, a paintover highlighting just a few of the edges. Really important to keep the fundementals of…
This is looking better but still lacks proper edge flow for a head. This head is looking very dense right now which isn't helping you out which makes it harder to make changes with so many edges. Keep it low until you get good edge flow. I'd take another look at what bbob posted and just google 'head edge loops' or…
When you have a hard edge in your low poly, you should split the UVs at those hard edges. This is usually something you do for hard surface items. I don't think you need to do this for your current character. So I see hard edges on the collar and the edge of the mask...I would soften those and rebake. Padding refers to the…
Hello there. I'm currently working on creating a barrel plank and wanted to conduct a test bake, but unfortunately it's not working correctly. The least artifacts in the bake I get when using the 4k version, but I'd like to avoid using a 4k normal map due to the model being intended for a game. Here's my workflow for…
Hello Polycount! First time caller, long time listener. I was hoping my first thread wouldn't have to be a help request but I am pretty desperate! I have some problems with aligning stuff, mostly. I've been searching all over for solutions to these, and perhaps I just lack the necessary vocabulary to know what I'm looking…