I generally don't worry too much about smoothing groups, I just split where it's logical and use TexTools UV islands to smoothing groups script. As long as you split your islands logical then it works. Occasionally I combine smoothing groups where there was a split though.
That's what Neox means; you'll have to export your low poly with smoothed normals enabled in ZBrush, so they are smooth in Substance painter. You can't do that in Substance painter. Under "Options" in the same menu you have some additional parameters for adjusting the smoothing of the export.
Those are smoothing group errors. I probably wont be able to help as I dont exactly know how they work but in max you have to assign smoothing groups. Sure if you google smoothing groups max it'll probably be more useful than me :P
Started on the torso. I might be getting ahead of myself when smoothing out the muscle detail, is it better to leave the hard muscle details for now and smooth everything to look natural when the overall muscle structure for the torso is finished or smooth the muscle details as I finish sections?
Simple; it's just the smoothing groups. That object doesn't have any (hard edges), and the render to texture tries do its best... but normal map doesn't do magic. There's no way to smooth a 90º angle. Try smoothing the whole object, but you should definitely chamfer the edges.
After selecting your mesh, in the maya polygons toolbar go to the mesh tab and then click smooth. If you want to see a preview of the smoothed mesh before actually smoothing, select your mesh then press "3". Press "1" to go back to the normal mesh after previewing.
Hi! Things you can try to get your hands dirty: * Bi-monthly challenge (any challenge really). Why it helps: fixed duration, concepts to work off, others potentially doing the same subject with perhaps different approach, gives reason to think about and articulate workflows. Fill additional parameters like style-specifics…
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…
Hi there, I have this strange issue when details from the low poly are baked into my texture as well as the high poly details. The model is smoothed and everything seems to be normal in settings, does anybody know how to solve this problem?
that is what i meant. it looks like normal smoothing artefacts to me so im guessing topogun averages normals on the imported mesh - ive not used it since the public beta so can't remember. zbrush doesn't smooth normals, hence the difference can you affect normal smoothing in topogun?