smoothing groups, smoothing groups, smoothing groups. Right now it is kind of hard to make out the detail because of the smoothing groups. Where do peoples feet go? Looks like you are off to a great start I look forward to seeing more!
And to add to this, if your bump has an ngon pole on it, use zbrushes alternative smoothing algorithm designed for poles. To activiate it, hold shift and begin to smooth, then let go of shift while you are smoothing. This makes the pole smooth. Good luck with your pole bump.
It might help if you labeled your render with the different smoothing group numbers? Right now with out seeing how you smoothed this I can't really give you much advice about what you are doing wrong. Smoothing groups is not a broken feature, so you are most definitely are using smoothing groups incorrectly =/ It might…
Hey guys, just checking if there's a Maxscript that does simply this: redo your model's smoothing groups according to UV seams. I figure, since it's best to do your UV's without considering the smoothing (efficiency first), you'd normally go for a single smooth group. But if there are UV splits, might as well do a few hard…
Hello, I`m trying to export a displacement map from a retopologized model from Zbrush and I ran into this problem: If I turn off Smooth UV, the map's edges (even the ones not on the Uv's seams) become faceted, as if it was very low poly (I'm projecting from a ~300k mesh that is clearly smooth). With Smooth UV turned on,…
Hi! I'm just testing around with texture baking and got those ugly smoothing errors. I've already tried some other methods, different UVs and smoothing groups, but it always ends with messy UV seams or ugly smoothing errors. I've also already used the forum search, but I couldn't find a good solution. I don't know what I…
Is the front of that box sharing the same smoothing groups as the side? It looks like just a smoothing error to me. Split the smoothing groups at 90 degree angles as well as the UVs.
AObscura and @Grimwolf, thank you for the suggestions. I wasn't aware that the low poly had to be smoothed. Which would you suggest: T-Smooth modifier or smoothing groups?
Hey all! I'm having a bit of an issue dealing with Maya fbxes imported into Max. Meshes from Maya come in with explicit normals instead of smoothing groups, but the only way I know to change that essentially removes all smoothing info and I have to start over with smoothing groups. I would like to avoid this and find a way…