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…
Yep it sounds like your actual verts need to be welded or the smoothing groups need to be reset. Smoothing groups are an ancient way of dealing with vertex normals inside of 3dsmax, basically if you want all of your faces to be "smooth" then you put everything in one group. Any place you want break the smoothing, you put…
UV islands are the chunks of UV's. So for example, don't unwrap a box and weld the sides together, keep them 6 separate pieces. The reason you want every face a separate smoothing group is because the edge where they connect is really sharp. For example, a cylinder can be 2 smoothing groups. You can assign the faces that…
EDIT: I've come to realize the bake doesn't work in xNormal but it works fine in 3DS Max. I still have no idea what is going on as I've tried a different 1 island/1 smoothing group in xNormal and didn't get a good result either, but it worked when I did it in 3DS Max. Hey guys, I have a question about the results I'm…
Hello friends and associates, I am working on a sword for a VR game mod, and I've opted to mirror and weld one half of the sword so I can maximize pixel density in the materials. This is the first time i've ever made an asset with baking where I didn't just lay out everything in the UVs with no overlapping. So of course,…
Hi everyone, I have a issue with the Volumentric Scattering and the Raytracing, once the raytracing and the volumetric scattering is on, the mesh polygons begin to be seen. Anyone knows what is going on? The mesh is smoothed. With Subsurface Scattering is working fine. Thanks. The third picture is exaggerated so that you…
Your UV map could probably be done better with overlapping shells to provide more pixel information to the mesh. Remember overlapping shells need to be offset out of the 0-1 region. Anyway, from what I can see you haven't smoothed the normals on your low poly there, in maya under the polygon menu's there is one called…
Yes, this produces the result I get in the top left of the image. It has the best quality, but does not reach the edges of my UV islands. Surely this isn't correct because it essentially means I have to Photoshop the normal map afterwards to make it fit properly. It also seems that exporting the level 0 mesh from ZBrush…
so just to make sure , this method I apply it with MikktSpace Sync like unreal engine. - applying 1 smoothing group depends on the engine if support the mikktSpace. but if I am baking it from 3dsmax I need to use the old way split the 90 degree etc... - its ok to use different smoothing group or 1 smoothing group when…
I love the hell out of this. Since you're a UV guru, is it possible to make a tool that would give hard edges along all UV boundary edges, and soft edges on all interior edges, to improve tangent-space normal maps? For hard-surface stuff with a lot of smoothing group or UV breaks its hard to make sure they match 1-1, and…