I also had trouble with this when doing hard surfaces. I found the 'smt off' method can work in some spots, but when trying to smooth the edges of a hard cylindrical object, it sucks. It's bad because it won't smooth the cylinder evenly and creates hard edges. The only way I found that worked was to UV map the model, with…
the other problem you will be getting with the high to low working is that if you low poly is really hard edged you actually have to bevel those edges because the high poly can not bake a curves to a low poly hard edged mesh it will give you a really nasty zig zags on your textures i recommend maybe adding a few more faces…
So this might be completely wrong, but are you duplicating the normal from the other arm? If so have you moved the duplicated arm over 1 UV unit? *EDIT* Also to create a cage within maya just duplicate your LP mesh, then select all vertices, change the movement from object to normal then expand them out so they encompass…
I'd delete the portion where the twist error is. If the geometry lines up perfectly with the straight grooves then you can bridge the two parts together (use the curvebridge brush, zmodeler brush, or do it externally). If they don't line up, I'd probably delete the entire top half and then extrude the edge of the twist…
Like the others said, don't use Maya Software to render. It's pretty cruddy. If your goal is for this to be a game asset, then Unreal Engine 4 is a free option for displaying your work and will allow you to practice using a very widely used game engine. If you have a few bucks you can spend, Marmoset Toolbag is a great…
Notes- I wouldn't turn on shaded with edges at all in max when you are dealing with millions of polys. Rather do display selected with edged faces, Max doesn't like everything showing edges. :) Also turning NURMS/Turbo Smooth on on only the pieces/elements you are currently working on helps as well. KennyTies- Yeah…
Illusion Catalyst can also do this also with a tool called "Select n-gon". It has a spinner for the number of tris allowed per polygon. You can also do this without plug-ins or scripts by adding a "turn to poly" modifier and set the min number of tris per poly to force it divide polygons by the max number of edges. Since…
It looks like you have the basics down pretty well but your edges are doing some really weird stuff. You need to bevel your edges so the light will roll off of the model instead of starting and stopping abruptly. What was the workflow behind this? It doesn't look like you made a high poly model and bake down the lighting…
Hello all ^^ Sorry for the lack of activity here, thank you all for the help, however I ended up just remaking it and so far the normal map is fine (it definately was the normal map causing the issue, as without it the model looked fine). The only real difference in this new mesh is that the UV's are separated a bit. In…
Codex Make sure that you've softened the edges under the Normals tab Normals>SoftenEdge. You need to have the edges selected for it to work. If that doesn't help your seems then first try selecting the entire mesh, combine and then select all of the verts and do a merge with a value of around .001 and try softening edges…