Sorry for this 2 year old bump, but I just came across this post, after another desperate search how to solve this issue with spikes popping op when smoothing a dynamesh shape, and the release shift smooth works like a charm! So thanks!!
Thanks everyone for he suggestions but still am having no luck. Is there a way in matinee so when the camera is moving it produces motion blur. This is the only way I can think of "solving" the hard edges. and at least make them look decent. Zack Dembinski
I'm now working on the raincoat lowres model while assessing some of the challenges to come. The raincoat will have to be cabable of transitioning between a few different states (hood up/down, zip/unzip). That implies a few interesting technical problems that I'll have to solve...
Thank you, the problem is solved, but I got another question right now, this only shows really nice results when I change rendering path to Deffered lighting. Can I use Deffered lighting on android and iOS devices? any ideas?
Hm.. there may actually be a simpler way to solve this problem. I was able to get rid of the bowing by simply splitting the edges that had them before baking. The problem is that there are still some other issues, like the normal becoming highly pixelated at higher smoothing levels.
Well, there's your answer there. You're creating something for a game engine which converts/renders everything as triangles, so, far from being a problem, tris are an inevitability. You've discovered yourself that the silhouette of one method looks better than the other. Problem solved.
Thanks a lot to both of you for your help. I tried what you suggested but the problem persists. Still, good advices and for sure I will apply them from now on. Any other idea to solve this problem I am having? Thanks in advance.
I think its solved but not totally, anyway here is some screenshot shows with and without nrml map, i noticed that the reflection its not totaly gone it decreased how can i fix that? NO NRML [IMG][/img] Uploaded with ImageShack.us With NRML Uploaded with ImageShack.us
It's a bit bugged right now, but i think you can solve a lot of issues by just doing proper asset tracking references. He won't have the same absolute paths as you do, so even with any material or shader there would be issues.
Thanks Michalo! Thanks Lurcisia! Since the model didn't have a separated geo for the eyes, I had to solve the problem with textures, by making that area with more SSS and also with a higher gloss value than the rest of the body. That's why it got a watery look :D