So I've read a thread by visoutre about all kinds of problems with baking normal maps in xNormal which was posted a few years ago, but the solutions given there weren't that much of a help to me, so I assume that I am doing wrong something else. I fastly modeled a cave like thing in ZBrush and exported the High and the Low…
Hello polycount and hard surface modelers especially, I have a Maya to Zbrush, hard surface related question for you all. First off, I have worked a bit with 3Ds Max it is a fine program, but my main program is Maya and for my current project I need to stick stricktly to a Maya to Zbrush to Maya pipeline. Within this type…
Hello, I've been trying to work out my normal map problems for about 5 days now. I am getting seams where the uv seams are from viewing with just the (tangent space) normal map applied in marmoset 2. My UVs were unwrapped in Maya. They are mirrored correctly as well (I've tried a version without mirrored UVs as well).…
Hi does anyone know much about how they smooth for games? At the moment I'm modeling a minigun and I wanted to do a low poly version of it for gaming and if I smooth it as I need to for example to make the barrels smooth it's going to push the polycount too high. I can use the smooth edges but it's still going to look…
Hello fellow Polycounters I have a question regarding workflow for High-Poly. I work in Maya. For my hardsurface models (i.e. a revolver) I use SubDivision by inserting edge loops to get to my high poly and those smooth edges. It can be a pain sometimes though. Is this still the common workflow for studios? Or what's the…
Hey, Sorry for the vague sounding title but a while back I remember watching a video where if you had a cylinder in maya with 12 subdivisions, there was something within maya that allowed you to add edges between the subdivisions and it would pop into place. So if I had a shape of 12 sub divs and then adding one edge loop…
Yea I probably should have elaborated a bit more on it. I think its also called "edge extrusion modeling" since thats pretty much what you do. Instead of starting with a 3 dimensional box you start with a Plane and extrude the edges out to create more polygons and sculpt it into form. Heres a video that goes more into it.…
Thanks but i don't think Snefer's Smooth-Edge Shader workflow is the same as the SubD modeling one in Maya,right ? When looking at the rocketlauncher video i don't see any support edge loop or only a few,i've barely seen some Ngons here and there but when rendering everything seems like it was made with a SubD workflow…
Great progress mate, S_ource said something good. trying beveling some edges, make them rounder. there are no perfect edges in the real world (unless it's like the top of a katana). you could always try to go Hi-poly and then bake down to fake some "rounder" edges. take the Sofa for example. It looks more like a plastic…
For something like smooth edges on a building? No, that wouldn't be very efficent, for smooth edges on a building you can generally just chamfer/bevel some edges in the lowpoly. The geometry hit is going to be less of an issue than the texture memory hit on most systems. Though for other things that may not be the case.…