I'm a maya user. I've been having all sorts of problems with normal mapping lately, and have been looking for some help. I can get scratches and stuff on my models no problem with mudbox or PS. Its with high poly to low transfers that I'm at a loss. its usually fine except for the edges. If I have simple box primitive and…
Hey guys, so as many of you know zbrush has a really handle plugin that allows you to keep your smoothing groups of your object upon importing into zbrush and this works fantastic...but the down side is that its only 1 mesh import at a time for it to work correctly..and you can not bring in 1 object and have it split into…
Hey there. I'm having an issue in Maya to do with normals/edge smoothing. When baking the normal with edges set to face, the normal comes out fine. But as soon as i smooth edges i start to get horrible artifacts in the baked normal. (Big curved line in the middle of the face) Here is a screenshot of the baked normal in…
Hey all! New to Polycount here, and just thought I'd get whatever feedback you felt like giving to a model I'm working on for hard surface class. It's a Valkyrie from the 40K TT game. Edit: Added plating, landing gear, weapons, and other bits. Still in the process of smoothing out the basic form before I start really…
Just looking at the top pic you may be missing basic stuff. The lowpoly model on the right has strange smoothing. Most baking apps require you to smooth shade all polys with a single group before you bake. Before you experiment further it may be an idea to find a comprehensive tutorial on the process. One that covers the…
Thanks, I wanted to avoid having it smooth because I noticed when watching people walk, the hip tilt is very violent and sharp. It pretty much snaps from one extreme to the other. I've always had smooth transitions between the tilts and I wanted to avoid that this time. I will see if I can push the tilt in the opposite…
too be honest its really hard to tell whats wrong just by looking at the texture map alone. It could be a lot of different things. If i had to guess its probably either your smoothing groups or your cage. If you upload the high poly(w/ zero smoothing iterations), low poly, and your texture to drop box i could try taking a…
Great to see more people joining in even after the week is over! @PenOr - Nice and smooth, looks great. It seems to stop falling too early though. His wings are still up in the air when he slows his fall which defies physics. Maybe just bring the wing flap in a couple of frames sooner? @Kun - Looks awesome, maybe smooth…
It looks like your trying to model most of the whole thing as one piece, which is making it harder than it needs to be. There's natural seams and stuff where it could be sepparated to make it a lot easier to get the smoothed shapes right. Also don't forget about using floaters for small details like screws and stuff! That…
The major differences are that Substance used Roughness, Unity uses the inverse called Smoothness. At some point you'll need to invert your roughness map to make it a smoothness map. Also, Unity has a different gloss curve and doesn't match Substance. All of that should be mostly fixed in Unity 5.3, which is due out Dec…