What I meant was: If you scroll down in the editable poly modifier, right before the last tab there is a tab called smooth (I think) in that tab log you'll see a "Use Nurms" with a check box. and show cage Check both on and you are good to go. If you wish to create this in lowpoly: do not subdivide or turbo smooth it.…
1.6k tris is really low for a first person weapon, I think you could have used double at least. A fe w areas which could do with a bit of love are the rear sights, which are blocky, the grips/stock need more geometry to be smoothed out more, also you could generally smooth out the model. If you look at the images that have…
Yeah epic has definitely been breaking ground with visuals. and IDs new engine looks incredible, the lighting is breath taking, the same goes for epics new updates to Unreal. So as for Activision on CoD4 u think they are mainly generating most of their environment art from highly detailed texture painting that has been…
Finally more updates. Got a smooth stone texture done and tested how it blends with the cracked rocks (just using pattern overlay in photoshop), I'll probably implement some height map blending to let things smooth out the deep cracks first and what not We're going to be bringing in some photo-refed noise over top of the…
ive taken a quick look at it today, and tried to fix some of the issues coming up here. so far ive had a look at the pulling on the handguard, and i think ive pretty much fixed that, which is good. i am getting some dodgy smoothing errors in other places, as you will see below. other than that, i took a look at the top…
Cheers Goraaz! I did simplify the head texture down to a very smooth version like in Demonprincess' paint over, but it lost alot of its.. manlyness, (almost looked like a child), which is why i went and added some stubble and stuff to make it look a bit more rugged. Would be nice to see if anybody can come up with a work…
It's not using one atm. I just applied a PN-triangle tessellation on my mesh and it cracks some times at uv seams and smoothing groups. The mesh I am using is part of a car that I planned on using Tessellation on instead of normal maps. Epic games has acknowledged the problem on their UDN page but gave no information on…
Thanks for the help. After autosmoothing all faces with threshold angle of 45, the seams are gone. I also tried using specific smoothing groups, but I didn't see any difference in waviness, which is another problem I thought I could solve by smoothing. Here is an updated picture, with the low poly on the right.…
Sometimes first you make the object that smooths nicely and then copy that model and start removing all the loops, and quads that do not break the form that you want. So the "lowest poly" you make cannot be subdivided properly, but it's okay because this is the end form where you unwrap it and bake the smooth object on it.…
Possibly. The only think I changed really was the UV, I made it much better and actually previewed how it looked on the model. The last UV I did, I did it really fast without seeing if it worked OK, then baked, and when the bake came out mostly OK (except for the seams) I figured it was fine. Although there could be some…