Did some more testing tonight while waiting for some bakes to finish. So with the new Open SubDiv smoothing algorithm I can understand why it would be using my GPU to render a mesh with smooth preview on, or if I'm doing animation and it's updating the subdivisions every frame, but I'm not, I'm simply smoothing high poly…
Yeah looks like has turbo smooth on it but as said above, if importing your model doesn't make your system want to turn it's toes up at the mere thought, I'd personally just hit import also I think SP has triplanar projection which will be the only option I'm afraid, since your model isn't re-topo'd nor UV'd.
VdbRemesh VdbRemesh is a C++ based Multi-threaded, openvdb based remeshing modifier plugin for 3dsMax. It comes with a procedural filter stack that has 10 filters ready to be applied in any order. Since it is a volume based modifier, it works much different than the traditional surface modifiers. Since it is a procedural…
nice ship! heres some shotgun baking tips: Just remember for normal bakes: seams are unavoidable. hide them. you can hide them out in the open, just as long as they run along the edges of bevels or something else that makes sense for a break in normal tangency. UV breaks, and Smoothing group breaks = break in normal…
I made some less terrible placeholder hair for the female basemesh, more face ratio/proportion tweaks, smoothed out some areas. Probably pretty close to being able to start adding in finer detail like skin creases and wrinkles on the female mesh, male mesh still needs face work. Have a great week!
Hi! To sacboi's point, you might want to tighten up the mesh shading of the environment using hard edges. Since it's textured using a trim atlas which was baked to a flat plane, the normal map is not compensating for any gradients in mesh shading. I would note that the of the shading of the hero asset in Unreal appears to…
I need help! I'm grappling with an really weird Normal Problem by exporting from SP2 to UE4. I really don't know why, but on some faces are getting shadet with an weird "X" normal problem. SP2: No Problems UE4: Problems SP2 Normal Problemspots: For testing I've baked also with knald... I'm getting nearly the same issues:…
Regarding triangulated meshes and smoothing group problems with IPackThat. I did some tests with different fbx settings and a mesh with weird smoothing groups to check if there is something wrong with the fbx sdk implementation. So far i could not see any problems with the tool integration. The problem can be a problem…
Aha. You're onto it. It most certainly is a smoothing group problem. I just removed all smoothing from my wheel, left it faceted, and the glitch disappeared. However then it also generated a nasty normal map with fake "seams" along where the edges are in the facets. I'll have to find a happy medium ... will post screenies…
That's going to make texturing a pain in the ass. Just break them where it seems natural...along the corners. That means you need to have different smoothing groups wherever there's a seam. For example, make your wall with the door Smoothing Group (SG1). Make the wall with the window SG2. Make the roof SG3, because it's…