just to clarify something: Glossyness is a measure of how much light is scattered when it bounces off a surface. Super smooth things like polished metal/ wood/plastics have a high gloss value as they are so smooth. unfinished concrete, metal, un varnished wood have a pretty low glossyness becuase they are rough and scatter…
really? wow that's good to know! thanks for the help with the hands. as for rounding the finger tips: wll, i know they look really sharp in this view, but when i render them, the fingers smooth out. i'm guessing game engines smooth out the polies w/ smoothing groups right? but yeah, are they looking better now? and does it…
Hello everyone! I already made a few examples about this to a few of you, but I thought it would be more useful to make a tutorial from it, so I won't have to write it down every time when it comes into the topic. Also this technique is becoming more and more popular as the next gen limitations allows us to use more geo,…
yep, looks like an issue with the smoothless mesh - for the bake maybe smooth the whole thing a lot, otherwise you're going to get that because the polys are getting above and around each other in a jagged way. smooth mesh bake again copy baked parts from resulting smoothed bake onto unsmoothed bake done Or at the very…
It's very hard to tell what's going on in your screenshot there, but my guess is you need a single Smoothing Group on your low poly mesh over those sections if the UVs are connected. If there is a smoothing group split without a UV split then that will always look bad in a normal map, as the normal map would have to…
Have my Smoothing Groups be attached to every single UV Shell? So for example: When the Pumpgrip is Cylindrical Mapped, then i only have to mark the "Cylindrical" Part of the Pump Grip and ad a Smoothing Group to him, as example Nr.1 So 1 UV Shell, 1 Smoothing Group? Edit: @Wiki: I think i understand you, just don´t know…
If you're spending polys on the end cap of the barrel, why not make it a tube instead of a cylinder? The smoothing of the end of the magazine tube is just wrong. It's beveled, not round, and there's no reason to have more than a single cap segment. In general, it's best to selectively apply smoothing. Flat objects (e.g.…
Thanks so much AtticusMars. I've managed to get the model down to 7.5k, which still strikes me as a little high but is at least a marked improvement. I've tried my hand at using different smoothing groups before, but I've never liked the result because if you want to bake a rounded edge onto two different smoothing groups,…
[ QUOTE ] On the lower model where you have smooth - poly - sub-d you just have to add more subd iterations, see if it will look like smooth after that. [/ QUOTE ] Hm, I think this is where I'm getting confused with terminologies. This is my convert to sub-d options menu : And this is the result :…
Hi! I have this model and it's giving me strange artifacts. My low poly is very similar to my high. I thought it would be straightforward where the edges would get smoothed but no luck... I really don't know what the problem is. I have tried various things to no avail. My smooth groups are fine, bake groups are fine, cage…