I don't see what you need a gloss map for, when the only thing that determines if something is "glossy" or not is the microscopic structure of the surface. "Glossy" things are generally smooth, and "dry" or soft specular objects are usually well, not smooth. Couldn't the same thing be accomplished through clever use of the…
Hey to all, Does anyone know a cheap and effective way to split up the cage in Max based upon smoothing groups, so when I import them in XNormal, I can bake them out nicely? I had alot of hard edges in my model, hence the reason I would like to be able to break my cage around the smoothing groups. Or if anyone knows a way…
**Note the tri count is for both models in the pic, plus a cube - ACTUAL TRI COUNT 2288** Got the idea from one of the He-man comics where someone's fist turned into a gun, and I thought it looked pretty cool. I'm liking the way the mesh is going, and i think there's nothing more to add, but any crits? The planes on the…
Not sure what the terminology is in Blender 2.8, but can I somehow lock the custom normal (created by Auto Smooth or Edge Split), and maintain it on mesh separate? For example, say I have a pipe shape (before mesh split): (after mesh split) the normal inevitably changes: What I am trying to do: split the mesh, but maintain…
I downloaded this free model, and when I enter Edit Poly mode the Hi poly model has this low poly cage. My first thoughts were that the model has Hi & Low for normal mapping, but there's nothing in the modifier stack. My first instinct was to convert to an editable poly, but that just leaves the Hi poly. Whats going on…
Hey Everyone, i'm currently working on a program that has a lot of high res meshes and my average fbx size is about 10mb, this is a bit of a problem since i'm going to be streaming the content via webplayer. Before i move onto using any kind of compression or asset packs i was wondering if anyone had some ideas about how i…
Hello, I've been working on the ACE Socom Stock for use with a couple firearm projects, and i would like to hear some feedback. A few questions, infact, regarding the smoothing of a specific set of edges. Im also very new to modelling, so dont be to harsh. Ref. Image The Highlighted edges in the last pic are the ones i…
Ok, this has been bugging the hell out of me... Apparently if you have a UV seam ANYWHERE on your model you can not get the specular hot spot to not show up as a seam around it. Even in supplied sample content of the engine you can find a specular seam. Yes, the normals on the faces are smoothed. No, there is no smoothing…
Okay so I've imported the normal as TC_NormalMap and I've tried flipping the green channel but no luck. In UDK In UDK with green channel flipped In 3DS Max Normal map UDK nodes (as you can see I've tried multiplying it) My smoothing groups are set to my UV islands. I feel as though my the normal map isn't recognizing the…
As shown in the attachment . (The Reference image used is for only learning purpose only ) step 1 . using shade smooth and edge split but couldn't achieve details step 2. applying subdivision modifier over the mesh is making it overall smooth loosing all the details step 3.adding edge loops to make edges sharpen but it is…