I think zbrush does not have smoothing normals visualisation in real time. When you subdivide your mesh in zbrush it looks smooth because there are a lot of new polygons added. however, you can render with smooth normals. This feature should be in rendering options
In regards to your question, the only smoothing the game engine will do are the smoothing groups you've applied to the mesh. The silhouette of the model wont smooth out any unless you put the geometry in there yourself. Hopefully that answered your question. Great work so far. -caseyjones
Started work on the high poly model, I have started off by modelling the nose of the car. For the high poly I am using the double turbo smooth method: one modifier smoothing by smoothing groups and the other just using 2 iterations.
Really nice scene work here. Everything feels cohesive and natural. Only critique I have really is in that first shot, having a lot of vertical-jutting sharp and craggy rock 50ft away from a bunch of rock wall that's rounded and smooth, feels a little off (kinda Final Fantasy-ish?). Since both rock structures are right at…
So I've done a bit of testing with normal maps in Unreal to see how optimal I could make my results, after testing different things for years. I've known about smoothing groups causing issues for normal maps for years. But only recently learned about how different engines use different tangent spaces and not all normal…
Hey guys thanks for the advice I did a test using the split polygon tool and the smooth tool which resolved the problem for me. I'm looking to create quite a smooth sweep and amnt worried about polycount so smooth seems to have created the best result.
the problem is you're making it to look nice smoothed, instead of nice on it's own. sometimes the two coincide, but often they don't. i can see your shapes are kind of chunky and slightly exaggerated so the smoothing will put the silhouette where you want it, but without the smoothing it looks... chunky
Thank you for mentioning that! I think it was indeed a smoothing group problem. It seems that ZBrush assigns smoothing groups automatically when transferring to Max using GoZ. Anyways, I put everything in the same smoothing group and here's the result - not the same cube, but similar. Looks a lot better!
So guys, i increased the smoothing angle in Modo, and it provides what the model looks like in game except I have taken the texture off. I adjusted the surface normal preference in modo (smoothing angle and smoothing) and its presented this: hopefully this will do xDD
Extended her legs shrunk her head, lengthened the arms. And pulled out a bunch of edge loops. Also completely got rid of the mesh smooth so I'm in the process of doing smoothing groups. I'll post an update when I finish with the smoothing groups.