Made the lowpoly last night and started baking, but stumbled upon a problem. As you can see in the image, i cant get the smoothing right with my smoothing groups and it keeps showing up in my normalmaps too. Now it's just 1 smoothing group. First of the bevel is just because i wanted to test this out and even if i don't…
This is not how to use zbrush, it seems that your are subdividing without smoothing. So we can see the edges of the lowpoly, and it will be visible on the normal map too. For something like this you should do the highpoly in Max or Maya or wathever, to have a smooth barrel with smooth planks ( put a turbosmooth or…
I could be completely wrong about this, but I though Max uses face smoothing rather than edge smoothing. In Edit Poly, using the Polygon selection, scroll down in the toolbar. you'll see the 32 buttons for smoothing. Select the faces you want to smooth and give them one smoothing groups. If you want a hard edge, use a…
The new function was confusing to me too until I discovered that it controls the output smooth of the Chamfer modifier between "Smooth Entire Object" (Smooth) and "Smooth Chamfers only" (Fast) For example radio button Smooth: [Entire Object] / [Chamfers only] or similar will be more intuitive. There is already "Smooth"…
Hey Jtho! I think its a great decision to branch out and learn some 3D. Its always good to have multiple disciplines under your belt, especially so when you crossing the bridge between 2D and 3D that many 2D artists dont take the time to learn. There are several ways to create the concave shape where the button rests.…
[ QUOTE ] [ QUOTE ] Does that mean that smooth is the only way to solve this problem? Is there another way around this without increasing my polygon count? [/ QUOTE ] Smooth? Smooth what? What does polygon count have to do with using tangent versus object space maps? Are you subdividing the model now or something? Or are…
The Pelt Wrap equivalent is the Smooth UV Tool in Maya. UV Texture Editor Window > Tool > Smooth UV Tool A small UI element will appear next to your selected UVs, labeled Unfold and Relax. Left click and hold, and drag to the right to tick through the smoothing calculations. If you want to retain a shape, you can "pin" UVs…
I always though that every node in Designer could be disassembled deep upto atomic nodes or basic math and functions inside pixel processors. But some like Flood fill had never let me figure out how they really work whatever time I wasted . I want to make a few basic quick working sbsars for Photoshop with nodes like AO,…
To clarify what my problem is, the edges between each smoothing group are not smoothing out and creating 2 different shadings rather than being smooth like in the high poly. I cannot give them the same smoothing group or else I'll have artifacts. I assumed that as long as I split the UV's by smoothing group that it should…