The railing I would create with a bend modifier, splines would work as well it truly depends on what you think will work best. The holes probably should be geo, though I am not even sure what the hell they are. They read a bit oddly. Could be holes, could be small supports, could be pegs.
ahh, I've ran into a problem. I converted my highpoly mesh into an editable poly. So the turbosmooth modifier is applied onto the physical properties of the mesh. >_< I'm going to have to create all of it except for the shed again. Not hard but tedious. :/ To make the lowpoly mesh, I delete turbosmooth and the supporting…
Ahhh okay okay. So once I've created that, all I need to do is actually bake the geometry from the turbosmooth modifier preview onto the actual mesh to make the high poly. I can always go back and make edits to the mid poly if I want to change the form of my high poly. Correct? :)
OKAY. So. I applied my turbosmooth. And it changed something. My normal map looks MUCH better. So I have to actually BAKE my turbosmooth modifier into proper geometry and not just preview geometry? If so, thats something incredibly essential that I didn't know. :/ I still however get sharp corners OR is that just normal?…
Ahh okay I think I understand. See, I have always recognised the preview mesh with the supporting edges as my high poly. So I don't triangulate the preview or the highpoly at all? And the highpoly, should I bake the high res geometry from the turbosmooth modifier? (by this, the turbosmooth modifier is only a preview, I can…
Ooookay lets see. I do have a relfection capture actor in my scene. I'm using a modified version of the unreal engine 4 preset to tailor for the maps I have. Aaaand I am using the correct channel to mask my stuff. Here's a picture of my painter export setting if that helps by any chance: by the way, do you by any chance…
Maya has a simple function to apply triangulation, Max I am sure has one as well. Select all your verts and hit connect. Perhaps the Tessellation modifier otherwise. Someone more intimate with Max could describe the process perhaps more. When you create a cage it replicates the current topology of the low poly. To maintain…
Okay, thanks for the 2 links. Will read those carefully. And it's really interesting, what you said about a normal map. I will defo look at the RG channels of a NM in photoshop. :) I'm having a tremendous amount of trouble on my end. So I tried exploding my crate, but I found that I took really long. 30-35 minutes just to…
I know, obviously in the 3rd model I'm doing, I'll need to consider not having too much of that overlay effect. :) Talking about my 3rd model, I'm unsure about 2 things. I've labled the two details I'm unsure of in the picture below: 1. Now, how would I create these railings? Splines? You can do it many ways in 3ds max, 2…
If you get artifacts from triangulation on your HP, then no you do not need to do it. I just have a habit of triangulating my HP and LP, neither is truly needed it just reduces error messages in xNormal. You should combine all your meshes into one mesh. So you have the HP and LP then create the cage from your LP and you…