I have a mesh that I have tried to export and re-import, copied and pasted, to try and get it to accept Smoothing Groups and it just won't do so. The other models I have in the file accept them just fine. Is there a check box option I may have accidentally turned on or off?
Hello polycounters! I have question regarding use of smooth groups while doing bevels. Should I mark sharp edges like in picture below, or bevels will be enough when baking? I want to achieve clean normal map without gradients and I'm not sure about this issue. I will be thankful for help! :)
I just want to confirm that I'm not screwing this up. When you have a mirrored UV layout, you don't need to make each mirror separate via smoothing or a hardedge? Results in XN would seem to confirm this since seam is slightly less noticeable when 1 group. Does this same logic apply to a UV island that's actually a…
I'm having a strange issue with some modular wall pieces that are curved and I can't for the life of me get these hard normal edges to soften out in Maya. I've tried to harden, soften, reverse the edges, manually set the edge normal angle and nothing will remove these seams. If I combine the modular pieces and merge the…
So I'm working on a low poly model and the curves are smooth in Maya but when I bring it to Zbrush they are all hard edges. Do I need to make a ultra rounded version with like 50 edges instead of 20 for importing into Zbrush or is there a quick fix for this sort of issue. Thanks
Hello Polycounter's A Noob question. I am unable to figure out how to get a smooth shadow on my prop (If u notice inside that metal thingy). First of all, I turned on "Enable GI" to get this result. Any idea guys ?? Tnx very much for the help
Not sure what you mean by smoothing using support loops. There's subdivision surface that needs pretty good topology, there are also applications that need good topology e.g animating the model. Smoothing in the typical sense is averaging the surface, it doesn't necessarily require specific topology.
From my experience: UDK is worst case scenario when it comes to normal maps, like the max viewport without qualified/quality normals. xnormal is/was supposed to be somewhat synced, but it's just a lot of headache. So either use handplane, or just (what I personally prefer) to do it the "classical/non-synced" way and split…
I got a bit of an issue with normal baking I figured maybe someone could enlighten me on... I've read through the stickied/wiki posts around here on the topic to see if I'm missing something obvious, but so far I haven't figured it out. Basically I'm getting seams/odd edges where I got hard edges in my lowpoly mesh - all…
I have the hardest time baking a smooth object to a low poly unsmoothed object. The best I've done is apply beveling to the edges of the low poly, and it helps a bit, but there are still artifacts and the added polys. I've been searching all day. Here's the high poly on the right, low on the left. Any advice would be…