Hi, I am doing some low poly model modification, but this problem has stuck me for very long time. When I insert vertex on the edge or face, the vertex normal on the new vertex use the face normal direction instead of interpolated normal direction. This give me smooth problem on rounded face. I use very low poly sphere to…
So after a lot of pain trying various techniques, i settled on placing the hair planes manually then send them off to zsbrush to sculpt them further.Turn on the texture wirth transparency, then you cam edit it in real time. (seems to be alpha test) , but works really well Using the move tool you can get some nice smooth…
Hey! Thanks for the feedback! I plan to make this game ready - so thats why I use creased edges and smooth preview which gives me low poly, mid poly, and high poly. I dont plan to weld parts because I want to keep the modeling and geometry simple and easy to edit and if I weld them there will be more vertices added though…
@Bostvic Yeah, moving on to a different part of the model can be often good for mental health. I don't know much about modeling this kind of shapes, but what I would suggest is to give a little more space between the vertices right here: It might make the transition softer, it might not, just a thought... You could also…
If they are hard edges, you should check the offending edges on your model to make sure they are smooth. For baking normal maps, everything on the inside of your UV shell should be [Maya: Softened, Max: one smoothing group] in most cases. If there are strong gradients along those triangles baked into your normal map, try…
-That is the plan. @Psyk0-I didn't think about the vertex normals being altered, I'll split it apart before baking the normals. @MoreDread -I'll cap the holes and export each piece into Zbrush.Then I'll create a new Low poly based on the Zbrush high polys, unwrap my low and bake. On a side note-Would it matter if I had…
Hmm. The video looks pretty cool; however, a lot of times you're going to need a specific design and it may be easier just to quickly model. In addition, how will these models smooth? It says it creates relatively smooth geo, but if you have to spend an hour cleaning it up, it's not worth it. From what I've seen by reading…
Thanks for the tutorials guys. I've got one question. In billy's tutorial where he bakes the Curvature from high poly (which is the only way I'm working) his curvature is really smooth. I assume you have exported it with AA settings. On my hand, as soon as I put 2x in the Anti Aliasing options, the render takes bloody…
Hey, thanks. Yeah turbo smooth. I've backtracked a bit. I'm having trouble with a few things. Two questions: 1. Getting dots in this rendered normal map from 3ds max. I'm guessing there's a render setting in the Default Scanline Renderer to get rid of these? The base of this bottle doesn't seem to need a normal map but…
Have you tried using tools/relax in the UV editor window? typically that will make a more organic/relaxed shape, which maybe worse for uv efficiency, but will generally yield a less distorted result. As for how to add geo to your lowpoly: Manually usually works best on isolated curves. Mesh smooth will add extra an…