That did seem to help the look on the actual model eld. Thanks. Still can't get it looking right in Max though, maybe I just haven't set the viewport shader up properly. But looks fine in Marmoset which I want to render in anyway, so will go with that. Don't know why, or if others do this, but I noticed that the normal map…
If you don't want to manually smooth out the artifacts in zbrush, then I suggest the following options. 1. After you extrude from mask in zbrush, click the "clear" button under Tool - Masking. Then under Tool - Deformation, slide the "smooth" option to the extreme right about 2 to 4 times (depending on teccilation). Be…
Seems like there is information in the Smoothing Groups panel which modifies how the "Reset" button works in Edit Normals, That was the problem I had, As I had multiple Smoothing Groups which meant when I pressed reset it was resetting the normal direction but not the Unified/Split status because it was referencing the SGs…
First off your highpoly has some major pinching going on next to that handle. Fix it. If you cant figure out how to fix, post wires of it (0 Sub-D base version). Second. I don't know where you heard you need a separate UV "shell" for each smoothing group. Thats insane. Use one Unwrap UVW modifier, auto smooth the model,…
I decided to scrap the other sand textures , apart the smooth and the underwater one , I reworked the smooth , and I made a new messy moved sand for the back of the beach , here is the comparison shots what do you think? It is pretty hard to make blend in crysis the textures so that they do not look like steppy and so most…
Do you have smoothing groups/hard edges applied to your meshes that are imported into Marmoset? Your normal map should compensate for any smoothing issues as long as the mesh that was used to bake the map was identical as the one you using in Marmoset. If you baked a Tangent Space map, then you should never select Object…
Funnily enough i have modeled the exact scope! mine was the NSPU/1PN34. link here. https://www.artstation.com/artwork/br0Da yours is looking fine, remember to unwrap according to there you want you smoothing groups to be (look up 3ds max smoothing). then using textools (free texturing plug in for max) Set your smoothing…
I use Khronos PBR - it's good for product design because it doesn't change hue, preserves saturation, and gently smooths highlights. I hope Adobe will add it natively to Substance.
@ TAN - sure. You don't really have a clearly defined eye lid and there is a crease from the corner of the leads into your nose. That is not how that area works. The edges of the brow lead into the edges of the nose. I did a paint over to show you. Also for smoothing out stuff good topology can help, but most of your…
rad tool! this would of been so helpful to me years ago. i pretty much avoid smoothing stuff in maya now and only use the smooth mesh preview mode as it can toggle on and off worrying about history being deleted. If i were to buy your tool i would maybe expect more features. something like a script ive seen before that…