Yes. When you're ready to smooth your model, press 3. To return to low poly, press 1. Most rendering engines should be able to render your smoothed mesh without actually needing to add more polygons with the Mesh > Smooth function. Just make sure when UV mapping and texturing, you use a smoothed mesh as well, and not just…
it looks like zbrush automatically exports with a meshsmooth set to 2 subdivs. I exported an ascii version of the fbx file and searched for "smooth" found this, Objects: { Geometry: 122161104, "Geometry::sword", "Mesh" { Smoothness: 3 PreviewDivisionLevels: 2 RenderDivisionLevels: 2 DisplaySubdivisions: 0 i changed it to…
Make sure to smooth hard edges where needed. As .Wiki said the normal map will not smooth your model to a huge degree. You will need to have a relatively smooth low poly if you want holes to be smooth. Show a wire-frame of your Low Poly, you are sitting at 6k plus tris. The areas that show as very hard in the silhouette…
So I Found a forum, it is the smoothing groups after all. Apparently you should only bake with one smoothing group otherwise you get a mess.. I dont understand why. Example, if I bake with only 1 smoothing group on my HighPoly (my screws) they come out but it looks too smooth all around, if I distribute smoothing groups,…
@JordanDaushvili There's a few thing that can cause this baking error. Since the mesh already has hard edges, UV splits and UV padding then it's probably a ray miss caused by the bake settings. If you're using Blender to bake normals with edge splits: you'll need to enable the cage offset in the Selected to Active settings…
If you can iterate through islands and apply different smoothing groups to each island, that would be helpful, but it isn't the same as setting hard edges by uv islands, which is what would be REALLY cool (and I imagine what most people would want for game art). If you look at the image I linked, imagine that the top and…
I figured out why the monkey mesh from Blender had so many tangent space splits. It's because exporting the mesh with smoothing 'off' to export the tangent space led to all the smoothing group flags being set to zero, which means that the following condition in ComputeTangents can never be met: if ((NextFaceIndex !=…
Okay the cage fixed the artifacts, but the smoothing groups confuse me a little ... I added an extra "edit poly" modifier above my unwrap modifier in the stack and I assigned each island a different smoothing group, so no groups touch eachother with the same smoothing group (body = 1, legs = 2 should each island be unique…
If you don't need a collision mesh delete or comment out the $collisionmodel section of the .qc file. If you need a more accurate collision mesh you can create a separate smd and point to it in the .qc file. The collision part of your .qc files needs to look like this; $collisionmodel "MyCustomProp_COL.smd" { $concave…
All, I am attempting to create a camera that is controllable by the player in the following way(s): - Up/Down arrow will move the camera forward and backwards along the X axis only (maintaining a static height over the ground) - Left/right arrow will rotate the camera along the Y axis allowing the player to look at the…