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.…
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…
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…
Yes, thats a control loop / support loop. By smoothing split, I mean you put an another smoothing group/hard edge where there is a strong angle change. Like there are those rectangles on the handle, and I see its smoothed together with the rest of the handle. Then on the normal map you can see that area has some strong…
That error in mormal map is cause by bad smothing groups or soft and, also normal map for maya have different Y(green channel) setup as 3Ds max. Also when you have hard egde on model you need split that edges also in UV map. I would try bake only one part of gun, to learn how made smooth groups right, how to bake clean…
Hey! Good start. I think the main issue with it looking too waxy is that the details from your sculpt were already quite blurry, then when you add SSS on top of that it blurs it out ever more, making him look too smooth. Check out my friend Mihai's work: https://www.artstation.com/artwork/w6k8Y5 This is his zbrush sculpt:…
Last night I did a lot of messing around. So a few things that I think happened overall. For one I got rid of the weird line, I think my problem was that I mistook the explanation of the Cage and made it too small so it never encompassed the High Poly. The second was the explanation of smoothing groups. At first I gave…