i followed on tutorial on baking normals and adding the uv splits to match the uv splits with the text tools from alec moody, i tried this scenario and also the other where i smooth my entire object as how i would want it with a normal but nothing gives me smooth curved edges. is there something missing, i also added alot…
Hi all, I've searched extensively to help me fix my problem but to no avail, so I figured I'd bite the bullet and create a thread. I have a few modular sci-fi wall piece I am using for a current environment of mine, but I am having some weird smoothing group issues either in my normal maps from when I bake from HP mesh to…
So I' m testing the new modo game driven tools. Everything works fine, except the smoothing groups tools.. I'm posting it here on the hopes someone had the same bug/problem that I'm having and might be able to help me figure out what to do. Basically every time I try to create a smoothing group it affects the entire mesh…
Hi there, so I'm just recently wanting to get into the High to Low poly workflow, which means I am starting to learn about dynameshing and other Zbrush features. Im currently having issues figuring out how to apply smoothing after dynamesh is applied, as it barely does anything at all even when I use Smooth Stronger. It…
I'm having problems resolving a problem when I use the "Symmetry" modifier on top of my editable poly. Basically I started in 3Ds max where I had later finished the model in Mudbox where I went to "Level 2". Afterwards I sent it back in to 3Ds Max and I added the Symmetry modifier but it would leave me with jagged lines…
It seems to me that your editable mesh has no smoothing going on at all, I would say the same .Wiki is saying; try different smoothing thresholds on your smoothing groups.
Hello! Recently I've been sculpting a lot of rocks for practice, and have noticed that Trim Smooth Border often times leaves me some unpleasant surprises as shown below: I've been watching a lot of tutorials and while most people do mention that the brush can cause problems, they say that you can solve those by smoothing…
Ok thanks. Its Zbrush obj exporter which creates smooth normals by default. I tried exporting with fbx without smoothing normals and it worked. However, I also noticed that even with smooth normals fbx mesh looks much better than obj mesh.
In the low version should I add the grip and steps on the lens or directly bake it on the smooth surface? It looks better, but for a portfolio game piece I'm not sure it's bad for "optimization evaluation" I'll be uv unwrapping. I don't know why everyone hates it, I have a blast doing it
Hey Polycount. I just began a prop that I'm planning on sculpting in Zbrush to bake out some normals. This is my first time creating an asset with this process, so I'm a little confused as where to begin. The problem I'm having is that when I bring my mesh into Zbrush (which is comprised of multiple un-welded geometry), it…