Smoothing groups.... Also something to try after you sort out the smoothing groups is to mesh smooth or teselate the larger polys to avoid getting those wierd shadow lines that run down the center edge of a poly. Sorting out proper smoothing groups also help Quite a bit. As for details, toss in some rivets, bolts, hatches,…
Hey im not sure if this is what you mean, but ill go ahead and show this anyways:). You shouldnt have any vertex shading problems, because it only apears if you try to give a whole box smoothing group 1.And you never have to do that. If your bevel is so small that your low-poly can be a box, then that means you can have…
Slum: quality and simplicity of workflow, its a lot easier to get really good results using object space, you can add as much geo to your cage mesh to make sure things render out straight without worrying about screwing the smoothing with the end result. The main thing is just getting it to render out a really nice, clean…
Look into smoothing groups - a good base to start out with is select all the faces and click auto smooth in the Polygon:smoothing groups section of the command panel, experiment with different angles. You can also select individual faces and manually assign them to a smoothing group. The border between two different…
hey guys ive done my best to make the edge flow on the lids smooth in the skin weighting however in smooth mesh preview i still have these little ridges? Does anyone know what I can do or change in the scene to make it smoother? (Smooth brush just messes up the edge flow) __________________ The scene files is attached…
Ah, I see. Is on left lowpoly with normal map applied, on the right lowpoly mesh shading? Personally, like to reduce the mesh shading gradients for such objects so that the normal map has less to compensate, keeping its limited bit depth in mind. Whether mesh gradient will actually come through also depends on the final…
That's a bit technical, but it looks like smoothing does mean smoothing groups and is not needed if you have vertex normals. Maybe programs other than Maya make use of the smoothing groups. I think Unreal still gives a warning if you don't have smoothing groups, even tough they're not needed if you have normals on your…
@iam717 So if I got this correctly, you essentially want a form of post processing for baked textures? If that's the case, I'm curious to know for what bake types and exact benefit? Would channel packing and compression(i.e. Normal xyz to Normal zy) also be something of a value to you? Not to stray too much off topic but…
Thanks for replying. This is the result with the "Apply Diffuse" option unchecked. About the "smooth shaded", are you talking about the "Smoothing Groups"? The model has a single smoothing group because there aren't hard edges, since they are chamfered. Should I use different smoothing groups and separate them in…
hey Don, thanks for the reply. I have not tried the smoothing groups yet but here is the uv layout for the piece, really simple. So each uv island should be its own smoothing group? I usually just turn all smoothing groups off all together. i will try it each island as its own smoothing group