looks like you applied a smooth modifier to the piece that holds the two lense cylinders together. Try to get one on each lense... each major piece should have a smooth modifier
This might help to understand smoothing groups. You pick some polys and put them in a smoothing group. If polys are in different smoothing groups you get a hard edge. Here is a handy little script that treats smoothing like maya does hard/soft edges. Even long time max users who have never used Maya, tend to favor this…
Yup! Well, I'm wading through the Max 2011 GUI and for this first one, kinda just trying to git er done because I know I'll see what I need to do after I get a render in Marmoset. However, the geometry and UV layout for the first one offended my aesthetic senses too much! Here's where I am with rev 03 LP: I'm trying to…
Are you separating the uvs after combining the elements? It also looks like you still haven't gotten the smoothing groups right on the low poly. Also often times if you are baking normals with a cage like that it helps to separate the objects physically so that they don't interfere with each other.
Thanks for confirming what I had suspected--- the smooth groups are like normal soften in maya. I will try to go back and set the binocular body to soften the edges. For now, if anyone happens upon my thread, I need to know if this what was supposed to happen when I generated the normal map and then did the unwrap. I…
gail, double check your notes. I think you got confused on that you need to do a quick "crap cast" to check if the normal map is working. what that means is that you apply a plannar mapping to your lp. and then cast. Once u know that the normal map works with your geometry then you go ahead and work on your final and clean…