I think igi is most likely to have it right, having said that if that's the problem with modo it probably has much worse errors in its normal map pipeline. Adam sorry that diagram is wrong, the normal map should absolutely be able to correct that smoothing and adding the extra edge like in the diagram doesn't totally…
You don't need to use a physical cage mesh. Set your smoothing to a single group. Don't export tangents/bi-normals(only smoothing) in your .fbx. Make sure your low matches your high as closely as possible. Bake averaged in SP. Default ray distance should be fine. upload the file otherwise as you haven't given us enough…
@gloriousczar - No Problem! For the mud it was a similar process as the rocks. Using the clay a lot, then i would flatten areas with the flatten brush. Sometimes I would use the clay brush on "spray" mode and then smooth parts out with flatten or even the smooth brush to give it a softer mud feel. It's just a lot of back…
Well, the shapes are way better for sure, I do think however that you sculpt with too much poly at this stage so you have trouble to create smooth and clean surface. Care also to not over-use the trim brush but mix it with other smooth brush to get nice contrast like you did in his back. And you don't have any excuses for…
In the renders you have really nice highlights on the edges, but when I look at the wireframe you only have hard edges. How does that work? I always thought you need to add a bevel to the edges to get a nice reflection or is the model smoothed, but from looking at the wireframe it seems like the model wouldn't look good…
I found the solution. It appears that the smoothing groups went wrong. Select all the objects faces, then in the modify panel/smoothing groups select clear all and click autosmooth. You can change the groups after but this appears to bring it back. It is possible that loading from another file with a different scale…
If you want a quick fix harden the edges on your low poly. You have a UV seam there, might as well have a smoothing seam. The normal map is having to counteract the smooth blending of the normals to make the surface straight again. Games use quite lossy formats for normal maps (DXT specifically usually) and even straight…
Hm, some weird stuff is going on there. It looks like either the normals are flipped in some places, or there is intersecting geometry such as double faces. Can you show the low poly with individual face shading (each face on its own smoothing group) and the high poly smoothed, how do they look without any maps? Other than…
Ya, I figured out how to chamfer edges or corners to retain shape during turbosmoothing or meshsmoothing. I was just wondering if it's a good method to use for high poly non organic objects. I was watching this AT-AT video on 3dbuzz.com and they are doing the high poly but not smoothing anything like that. But I used turbo…
[ QUOTE ] If you want any decent animation from this project, I suggest the whole thing be remodeled. I understand the idea for this character, and it's cool...but the geometry is complete garbage for someone well into an Art Institute. And your vertex weighting is causing jagged edges on the bottom front of the coat. A…