I've seen this happen a lot with meshes exported from zbrush... The last time it happened to me I had to copy the mesh, remove skin, create a new object apply edit poly, attach the old mesh to the new object collapse it and then skinwrap the new mesh to the old, and convert it back to skin. For a while I thought it was…
Remember to reset X Form before exporting. Btw, avoid the 3ds2max OBJ exporter that comes with MAX... it does not export well the vertex normals sometimes. Use the ASE or 3DS ones or, even better, the xNormal .SBM exporter ( optionally with a Projection modifier over an Edit Mesh if possible ). Oh, and there is a problem…
o ok, i get you now. Both levels are unreal maps. I guess i totally spaced out on the info for these. I will add info. The are just small maps not mods or anything. and I agree with that n scene. The low poly has the vertex lighting baked in, I ll try and set up the high poly one for render. This last one was an art test i…
[ QUOTE ] Looks like a good start. Although I don't know much about environment modeling; your geometry would be easier to read like this: It may help you decrease the polycount too. And as you're modeling a mosque I think you'll like Mimar Sinan's works, especially Selimiye and Suleymaniye if you haven't already checked…
I'll go high to low for subd, hard-surface modeling. For complex meshes I'll usually rough out a very basic (boxes/spheres/cylinders) mesh that aproximates the mass so that I can get an idea for what the proportions are, then I'll start making all the high poly pieces and mash that shit together. Once its done, I build a…
Nope, it's exactly the same. Left model is 1 SG, right model is the crazy (to me) multiple-SG way. When I align the models and show both their normals, the normals are in exactly the same positions, because the end result of the smoothing is exactly the same. A vertex only averages the angle of its normal with the angles…
Tips: Vertex selection will allow you to select edge loops. You can grow and shrink selections. I usually take a big strong brush and rough everything in - you'll have a rough skin in 10 minutes. Refine with a smaller brush, don't use blend yet. 15 minutes will get you a good first pass skin. Remove Zero weights is great…
Are you texturing an environment or a character? You should be able to get away with one 2k texture set for the body and one 1k texture set for the head of most characters. If you're texturing an environment you shouldn't make everything with unique UVs because you'll run into texture resolution problems. Instead, create…
What I do for this kind of situation is keep it all in the same smooth group, but realign the vertex normals on the exterior faces, makes it look cleaner without a normal map, makes the normal map cleaner if you bake one (less gradients = less artifacts if you're later compressing to some game format like DXT1 or DXT5NM).…
Projecting should work just fine with triangles; I just tried a mesh that was 100% triangles and it worked perfectly. Use decimation master on the highpoly sculpt if you're worried about it being too big to import into Max. You may want to bake on a mesh that is triangulated to prevent the possibility of vertex normals…