That kind of depends on why you're sub-dividing it and what your end goal is. Since you're using Turbo-Smooth to divide the mesh it will smooth and relax the mesh as it subdivides. That volume loss is just part of what it does. If you want the exact same volume you can subdivide without smoothing, turbosmooth probably…
Not happy, try mudbox , smooth shaded, and sluggish... Nice functionality huh ? Frankly, i'm amazed how fast people can still complain even with some of the most advanced technology. Give me the name of another app that can handle those amount of polys without too much slowdowns and in realtime. If you really want this…
Greetings guys this is my first post here on Polycount but I have been lurking for awhile (just registered tonight, this thread was the plunge I needed to do so) Anyways here's my issue. I have this model, it's a low poly Glock 17 that I am using with a normal map baked from a high poly, all done in 3DS Max 2013. All is…
In the low version should I add the grip and steps on the lens or directly bake it on the smooth surface? It looks better, but for a portfolio game piece I'm not sure it's bad for "optimization evaluation" I'll be uv unwrapping. I don't know why everyone hates it, I have a blast doing it
Project Overview We are building an indie mobile game featuring a stylized, retro-console "segmented puppet" aesthetic. Our character pipeline utilizes a modular customization system where clothing, heads, and gear are modeled as separate, interchangeable assets. We are currently sourcing the master assets for a character…
I don't have a specific example of what the final scene should look like. I’m creating a modular Japanese school environment in a stylized, minimalist anime style. The design is intentionally kept versatile, based on my own concept and preferences, and once I’m done with the wall, I’ll work on creating the fountain in the…
Posting this here to mostly just keep track of my own thoughts as I try to work through this. I want to make a little character creator for a dragon in Unreal Engine where users can flick through different body parts like horns, spikes, wings etc. As well as being able to select body colour and different markings. This is…
Thanks for you help Alec. Here are my results with triangulation. Looks better but it behaves like it would in 1smoothing group and not synced workflow. Also it is one smoothing group but like you said it breaks smoothing wherever the seams in uvs are. You can see that there is break in smoothing where uvs aren't continous…
PolySmoother v2.0 Released What's New: + NEW Select Convex and Concave edges by angle + NEW Create UV Shells from Smoothing Groups + NEW Create Smoothing Groups from UV Shells + NEW Create Multi-Material from Smoothing Groups + NEW Now Smoothing Groups List update selected faces with Key imputs + NEW Select all faces using…
I haven't been making much progress lately. I'm stuck on some curved surfaces, and it's been really tough to figure out how to get them smooth. No matter what I try, my surfaces always end up looking bumpy and uneven.