Please oh please dont tell me that your whole gun is one smoothing group! there is a reason that smoothing groups excist. you are supposed to SPLIT your mesh in to manageable smoothing "islands" What i usually do is first I UV the weapon, splitting the UV's at <90 degree angles, while also making sure I dont get too much…
Actually, you have that backwards ;) If it has separate smoothing groups, it needs to also be separate UV islands - not the other way around. Your UV's need to correspond and be split according to how you have smoothed your mesh (which takes practice and knowledge of how the bake-downs will work) You can technically break…
Hello everyone. Couple months ago I started modeling an M4. At the time when I started my high poly model, I knew little to nothing about the process of normal mapping, big mistake! When I was just about to finish up my high poly I started to study up on normal mapping and quickly realized I dug myself into a giant ass…
(This is not a double-post, but a different question.) I am facing a problem which, after transferring normal, I want to edit split vertex normal to fix shading on a particular face, but avoid modifying other normals on the same vertex. To illustrate the issue: step 1: I transferred normal from this cylinder onto an arc of…
That's a charming, but inaccurate workflow, I can see the appeal in it. You'll be trading large changes in shape/volume to solve a few pinching areas if you're using low poly cages. I know you didn't ask for this feedback, but practicing the fundamentals of subdivision modeling is much better in the long run than…
Are you painting a subtraction instead of painting addition? Geodesic voxel is just the method to calculate the initial bind so you are still weighting a smooth bind. ( subtraction will adjust weights in other joints to equal the smooth bind. Remember a smooth bind is smooth because deformation is spread across multiple…
2 things: 1) As said before, a few more polygons wouldn't have hurt on the ends of the extremities.. The whole point of using many polygons is to make the model smooth where it should be smooth. Youve gone and used many polygons, but still failed to make it smooth where it should be smooth. After all, it probably wouldnt…
ok made this up real fast. here's a cylinder for an example. 1. no smoothing groups, youll see all the faceted edges, you might have seen this in some of your models where parts will show effects like this (especially if your adding and welding a lot of parts) 2. if i select all the polygons and set 1 smoothing group.…
Painter itself can handle smoothing information just fine. The problem is in the baking because for every hard edge/smoothing group you need to have a separate UV shell. Otherwise you get the baking errors which is apparently what's happening on your mesh. More info is in the wiki. Farfarer was indeed referring to the…