Hello everyone. I have an interesting dilemma that im trying to sort out that typically isnt seen too often in the film production world but is all about handling normals across multiple objects. we have a mesh that is too large to be rigged as one object so we are detaching the edges on limbs and digits of the hand. When…
So after playing around with different drivers for the 1080ti i've found a relatively stable version for Substance Painter. Does anyone that uses SP with this card have any benchmarks for smooth performance vs resoltuion? I had heard it was smooth as you like, and at 2048 it is painting (relatively) smoothly with the odd…
Looks fine so far! I think you are wasting a lot of triangles on ammo belt. I guess the overall poly count is like 30% for whole gun and 70% ammo cartridge, you also separate cell from each other what actually can be compensating with normal map and will look same. You have some unassigned smooth groups for example there's…
Hey dude, The high poly on this is looking really nice. the problem with your bakes is coming from smoothing groups. This quick description of smoothing groups will hopefully help! they dictate how light is shaded across your models surface. you should give all triangles/polygons that are planar to one another the same…
That is what he is looking for. I'm sorry, the Hard/Smooth tools in PolyTools are not the same tools as the Hard/Smooth in the command panel. PolyTools works on Polygon selection. I can't find a hotkey for the Hard/Smooth buttons in edge mode. You can use these scripts. I used the macro recorder to start the creation, then…
Another Hi-poly iteration. -Gonna get back to doing the lo-poly. -Do have some minor fixes to implement - Lengthen in the x axis by .100. -correct smoothing issues due to bad edgeflow. -Side Note: I previously stated some pieces will be left out of the bake and brought back in later. Hence why some pieces are not smoothed…
Thanks for the info. I guess if an art director is wanting to avoid unnecessary collapse of LOD meshes, hand-reduction is still the only recourse. I just chafe at the idea of having to burn 4 normal maps to avoid softening of edges on increasingly reduced meshes. But looking back at my AGR art test, only the very lowest…
The smoothing groups for the bow are a bit odd - I'd expect each side to be smooth, with a different group on the other side. For the smooth stern, I'd have the central polygons in both smoothing groups. Overall, you can afford to spend more polygons on the hull, especially near the bow & stern. Fewer than 100 extra…
You can try these variants of the flatten brush, they're supposed to perform more like the ZB 3.1 type. Download link is at the bottom of the first post. http://www.zbrushcentral.com/zbc/showthread.php?p=609040#post609040 and there's this advice for an original flatten approximation from a guy on CGTalk (here's a link a…
That's not waviness, it's a smoothing gradient from the vertex normals in your lowpoly. Those circled areas are also not the only places you have them, you have gradients *everywhere* in your map, the transitions just arent as tight as they are in those spots you circled. Gradients are inevitable when you bake a model with…