look up smoothing groups / splits (maya) and how they work your lowpoly has wrong smoothing, and so everything looks strange (this disco ball look) there might be other things as well, but start with this. And make sure your OBJ/FBX exports smoothing as you made it (check by reimporting same model in maya) It could also be…
Make sure those smoothing groups are split. Theres a few places on your mesh you can split realy nicely, for example anywhere theres a natural seam on your texture anyway. Most of all, make sure that your UV islands of both sides are offset by 1 on the uv map. It doesn't look like it is, and looks like the front/back sides…
Extremely helpful advice, thank you HP! (: The reason I didn't bevel the edges is because I've found that it messes up the smoothing groups on flat faces where the topology isn't perfectly clean. For example if that flat surface is sharing a smoothing group with the bevel, so that it has a nice smooth corner, the flat…
What kind of specs are you running on your comp? When I loaded your foregrip rails .obj and smoothed it my laptop gave me a warning it would be something like difficult for it to smooth it. After that it was super laggy. Is modeling software about lots of memory? because I only have 1.5 gigs on my laptop here. Again yes…
Yeah, I thought this might be due to something on Max's end. Yes, all my geometry is on one smoothing group in both of those images, I don't understand why it would come out looking good in Xnormal and not in 3ds though, I exported the smoothing groups with it. If I remember right I've tried breaking up smoothing groups on…
Actually, I use the plugin called smoothing groups to import the mesh so that I can crease the edges of my mesh according to smoothing groups made in 3Ds Max. If I click on 'Import' from the tools menu or use GoZ while keeping the right sub tool highlighted then that will not crease the particular edges according to…
I meant NURMS, which, like you said is very much like the turbosmooth in that they can both smooth by shading groups but NURMS gives you a much cleaner mesh to work on, like this: In this picture, I just unchecked the 'NURMS option'. Clean mesh. Maya's smooth preview (and "smooth" option) both only keep hard edges if you…
The cylinder that's attached to the backwheel should be straighter from the body. And thicker. The front wings shouldn't curve like that where they meet the body. It should be a much smoother curve. The outher side of the air-intake(?) under the body shouldn't be so smooth. The hole looks good, but the side should form…
There are some artefacts cos I was mega lazy and didn't optimise the lowpoly and just smoothed it globally. The odd smoothing trasnferred to the NM when baked and i did some painting in the channels, hence some artefacts. I'm currently resculpting the damaged again and rebaking an optimised low poly with smoothing groups,…
hello all I think this is a way to remove noticeable seams on terrain (which has been boiling my head for a few days now). You just need to set up a terrain material and I have used the World coordinate 3way function for this example just using my "flats" layer and one snow texture so the seams are very visible. Then use…