Looking good. The point I made earlier about getting rid of the middle row of edges in the eyebrows would help here. There's a bump where the eyebrows are defined in your mesh that it interfering with where you've painted them on. Either get rid of some of the extra edges and smooth out the bump, or lower the eyebrows in…
Upload your files, otherwise people will only be able to make guess. My own guesses : you likely put some useless hard edges at the border of all UVs even though there is no need for them ; and then somehow lost the hard edge information along the way. Or, somehow used a baker that split rays at hard edges, which would…
I'm using Blender to create this. I'm just curious of what the issue could be? It's nothing I can't easily recreate though so no worries if there's no answer. The normals are the correct way, I've tried creating the edges by hand by using the vertex around the edges (it does create new edges- but the face is still…
I have been struggling with this issue for a long time now. Trying to figure out the "perfect" flow to do that. So could you share your tips'n'tricks and secrets how you add panel loops to a hard surface? Especially on a non-flat surface on a high poly object. I'm referring to 3ds max, but i guess the idea/flow is the same…
Hi all, I'm having some problem when working with creases in Maya to Zbrush. I've done this workflow in 4r7 for a long time without any problems so I'm not sure what exactly the issue is. Here is my mesh in Maya, I'm using a script that auto creases hard edges and leaves soft edges alone. After pressing GoZ, all edges are…
Hi everyone ! I have a new question here :p Here is my problem I need to use a cage because i bake 90 degrees angles and not have a black line on the edge. The problem is when i render with Xnormal with a Sbm + cage it render smthg like this edges and border are ok but i got really strange artefact When i uncheck the cage…
I'm not the research and document type but I had this idea when trying to implement FXAA into my game. The idea was to use some edge detection operation such as sobel or prewitt and using the magnitude from the image I could look up lower mip maps of the frame buffer and put those colors in place of the edges. I got this…
Hey Polycount! Quick question about High to Low Poly in Maya for Hard Surface. Let's say you model a detailed Pistol for games. First you subd model the pistol using edge loops for smooth edges and good detail. That is your high poly. To get the low poly to bake the normal maps for the game engine, what is your way of…
Reminds me of Duke Igthorn a bit. For your first ZBrush sculpt, this looks pretty good. Some wrinkles like around the eyes are a bit messy, but nothing major. This is somewhat subjective, but the style is a bit in between worlds. You have that one hard edge along the length of the nose while the rest seems to be more or…
Nitewalkr, as I stated turning of smoothing is indeed a viable option. The problem is that you will lose the perfect curvature of the form in some places (it will just be a series of linear facets). You can just correct this by using the move brush and tweaking these until it looks right. That said the creasing workflow I…