Hey, so I've been doing a test low-poly of the gun so I can get everything sorted out before I make the rest of the low poly. I've run into a problem with my bakes. I'm using xNormal which has been great for me for everything else I have down, but I'm, getting problems with this. I originally tried to bake the gun with the…
hmm.. i think it's been covered in this thred so i won't dog pile on top to much. to help with the broken up lines, you can go to the stroke menu and turn up the mouse average. other than that, just take your time and paint slowly. it really is a strange app in the reguard that painting in mass is a slightly unique…
Two important considerations to think about with an asset like this: 1. It's best to align UVs vertically or horizontally, instead of diagonally. This avoids jagged/blurry artifacts from antialiasing, and improves downsampling for LODs and MIPs. 2. For hardsurface assets, you'll get better results by not using baked normal…
I am cleaning up some models that have been scanned. There are lumps - 3 of them on each side of this surface. My client is asking me to remove the lumps so the surface is all smooth. I thought this would be easy using the smooth sculpting tool in Maya. However, it's proving really difficult. I'm just not able to even out…
This thread talks about why some of us do not decimate and a solution for the ones that did decimate, the pxgeek post smoothing option comment. So you'll just have to smooth the exported decimated mesh causing this issue for you and all should be fine, it not post results. The lazy and probably shouldn't be used solution…
Faceted look: You can add smoothing groups, or smooth the faces manually. Smooth modifier, is what you need, or the smoothing part of the edit poly. Tip - As you can see max can't figure out alone the triangulation at some places, and its better if you set a few with hand. Disabled viewport: I don't exactly know why this…
3Dsmax does not really support non-smoothing of UVW's when using turbosmooth. Zbrush for instance has a special setting to prevent UVW's from smoothing when dividing the geometry. There are two options to prevent the UVW's from smoothing in 3DSmax: 1) Break all the polygons by selecting all edges and choosing break in the…
I'd just like to clarify something... Triangles are bad for models that will be subdivided because when you subdivide a triangle it CREATES POLES. And poles cause pinching and pulling. This is in contrast to quads, which never CREATE poles when subdivided. So while SCB is correct that the triangles will become quads, that…
This is clever. If the inset by smoothing group step could be implemented as a Max creation graph, rather than a script, it could be added to the stack for a non destructive workflow. In that way, you could build your stack up all the way including the boolean, for a totally interactive preview. Stack might look something…
Okay, I've done some detective work and noticed that when I change my smoothing groups on my low poly, I get different types of artifacts. The first normal map I posted was with several different smoothing groups applied. The second normal map I posted was with just ONE smoothing group applied to the entire low poly. So,…