Like Eric said, I think you should at least re-uv map it. If you don't, you'll have a bunch of seams and bunch of pieces that are stacked on top of each other. This could cause smoothing issues (see right, stacked) when you export to a game engine, depends on the engine though. If you lay them out in a straight line (see…
Try changing the settings to these: "Single" instead of "Multiple". Un-check "Unify" and "Obj smooth groups", in the Smooth Group box leave it as "1". Probably a good idea to turn off Center Pivot too, to preserve the pivot between apps. Try turning off "use materials" too - those are the settings I use (everything else…
Hey Darth, thanks for taking the time to explain that to me. So basically if I understand correctly, I should always keep to quads and the quads have to be actually shaped as a square or rectangle otherwise this can cause distortion? I kept that head all on smoothing group1. I'll play around with smoothing groups and see…
EVen though i agree with dekard, i agree with smirnokka and Ozymandias more. Wouldnt leaving the triangulation to the engine be a silly thing to do? I for one would like to have as much control over the smoothing of a face as possible rather than throw a multi-facted object into the engine and pray it soothes out right?…
@Kanni3d Thank you, the hard edge rule is gone because I'm not baking smooth edges as I already have them :) . Normal maps would just be used for additional detail on flat surfaces if needed I suppose. So basically I can just unwrap as normal, only have to worry about visible seams. I went through this post, was very…
Depends on how you will sculpt it in zbrush. Destructive methods include dynamesh, sculptris, and zremesh. Use any of these tools and you change the topology. If you will use any of these tools, you can send it to zbrush in pretty much any state because you're going to change it anyway. If you only need to add extra…
I've been working on this High-poly missile tank I designed for the past week now. It is going to be used to generate normal maps for a lower res version. I was curious to see what people thought about it so far. Below I've posted renders of the smoothed version, which is roughly 2 million polys and wires of the high res…
Hi, I am trying bake normal map in Marmoset Toolbag 3.02, where whole LP is one smoothing group. Object is simple cube which I triangulate before baking and exported meshes has only smoothing group data, no more options as are etc. tangent and binormals. Problem isn't classic gradient, where is a large difference in the…
Hi everyone, I just completed an automotive modeling tutorial in Maya and I have come across a couple of issues. The car is at about 400,000 vert with smooth preview on and 25,000 without. The scene chugs a little bit, but the big issue is that rendering with mental ray causes Maya to crash. I exported the car as an OBJ…
Hi! I'm new at Polycount, and I would appreciate your help. After reading lots of tutorials about UV mapping, and after lot of experimentation, I have decide to use just smoothing groups (no chamfers) in some mesh (helicopter rotor) wich have lots of 90º angles. As I have to split the shells (islands) in the uv acording…