This workflow seems to work well for getting smoothed edges from Max to ZBrush (using smoothing groups). This method doesnt use support edges, instead it works similar to the crease command in ZBrush. 1: Select your mesh in Max and apply a Turbosmooth modifier to it. Crank it up to a level of 2 and check the "Smooth by…
Hey guys it's a pretty simple question but I guess I'm wondering how to finalize smoothed objects in XSI so that the increased, "smoothing level" will export. Currently I'm trying to get the hang of high poly, detail sculpting but this is sorta holding me up in the export from XSI to Sculptris. NOTE: I'm working in…
Is this the correct method in baking a normal map from highpoly to lowpoly, in regards to smoothing groups? 1) First I attach any floating geo together so I have one solid lowpoly mesh 2) I select the entire LP mesh and "Clear All" from the Polygon: Smoothing Group menu 3) I click the "1" to assign all of it to group one…
My work uses Redshift, which apparently has a different smoothing algorithm to Maya's default OpenSubdive Catmull-Clark. In Maya's default smoothing, border and corner vertices are not pulled. In Redshift smoothing, all verts are pulled to the next vert, whether or not it is a border vertex. This requires support loops to…
EDIT: After fighting with this for two daysI have a working solution. Problem occurs only when I try to smooth mesh that is very far from 0,0,0 of the scene. When I moved mesh to the center of scene, everything worked perfectly. So this mesh that I have attached will smooth nicely because it is centered in the middle of…
Thanks guys! @cptSwing - its the second one. There are no smoothing groups assigned, but if you assign them, it doesn't change the explicit normals, they override the smoothing groups. Resetting normals will remove the explicit normals, but then smoothing is based on whatever smoothing groups currently exist. Since none…
Everytime I bake normal maps in xnormal I get extremely ugly results. I made this model to test out smoothing groups and perfect normal baking. In this image, my cylindrical bases will be divided like so: The cylindrical part will get a cylindrical map with one smoothing group on one UVW island. The top of the cylinder…
Subdivision sketch: Basic stocks. A quick visual overview of modeling simple furniture that has compound curves. Block out. Start by defining the basic volume and proportions then develop the primary shapes and surface profiles. Rely on tools and subdivision smoothing to generate the final curved surface whenever possible.…
I couldnt figure which thread to put this in since its talking about a cross section of all.. Ok here is something. Chamfer when you can versus using smoothing groups is what I take away from much of the discussion. Since smoothing groups when even able to be exported, are detached edges, so you end up with more vertices…
@Fabi_G, looking nice! The only issue I see with this method are little polygonal diamond shapes where the metal arcs are damaged: either it's the contrasting color in vertex color, or sharp edges, or both, but they look a bit too sharp. Especially compared to the similar shapes baked into the normal map. I realize these…