I am no pro weapon artist but to me this looks good. Are you SubD modeling this? What program are you using to model this? It might help to look over this thread for a more smooth accurate appearance at the polygon stage. (once you see some professionally crafted short guides that show both wire-frame and smoothed version…
My first guess is that the smoothing groups are the source of the problem. It's trying to smooth the long narrow quads with the square quads on the bevel. Have you tried setting the flat surface and the bevel to separate smoothing groups before baking to see if this helps? If it does, you might still get an artefact along…
Oh, many thanks! That was actually the problem. Since I haven't marked the mesh as "smooth" on Blender, Marmoset thought that each face was a separate smoothing group. Probably would work the same when exporting from Max using the Smooth modifier. Also, it is good to know that the Marmoset could handle that many polygons,…
Normal map baking: -every uv island needs to have its own smoothing group on the low poly -you will need to separate uv islands where you have diagonals or close to diagonals (70-90 degrees) So if you have a cube every side is a uv island and all 6 uv islands have their own smoothing groups. Can't see how your smoothing…
well these arms in question will eventually be for a medieval warrior/hero sort of thing, so i think built is the way to go. Ive hit a wall of sorts now though, Im trying to paint some pores, but the way i do it i need to use the smoothing brush in places, and i already have some other skin detail down, which gets…
The material response isnt quite the same, like skinner said your bump is off. The source is pretty smooth paint. Overall the main material is a smooth paint with chips missing and dirt smudges on top. Your mat reads as rougher, a wider spec response, the source is quite tight. so you want a smooth rough value with a low…
that looks like one vertice is at a place that makes your quad bend, creating this seam is your mesh triangulated ? --- Do you know how smoothing works in C4D ? You have to work with the Pong tag that is on your object. You can set smoothing splits if you are on edit Edge mode under mesh > normals > phong shading stuff…
as far as I can tell even now no subdevision modeling is used in GranTourismo 5 because it would be a waste of polygons and smoothes alot details that dont need to be smoothed. Smart smoothing groups are imo. the way to go. The biggest screenshots have rounded corners in the door windows also many details are rounded like…
I'm using high poly mesh as project mesh in SP so i don't need to manage with smoothing groups for let my model shade correctly; so i've set 1 single smoothing group for each texture set as Wes of Allergorithmic suggest in a tutorial on high poly meshes.. According to this, all the concerning about the hard or soft edges…
What really counts is verts, forget about tris or quads. Verts are what the game processes, and what really matters. Also remember that when you add smoothing groups, UV seams and materials they all tend to almost double your vert count. So be vary mindful about that stuff. It's sometimes or maybe even more often cheaper…