Hello I have a question about character retopology, do I need to smooth my model after retopology? Its because when I'm sending the model for texturing to Substance Painter, after baking my high poly model I still can see polygons from low poly. After smoothing my model I don't see any polygons but this is adding a lot…
https://www.youtube.com/watch?v=g9rZ_jSl6Ok In the link above the sculptor does a great job of creating this sci fi box, but aren't the edges too hard for a solid normal bake? I get the gist of what he is doing and I could probably replicate it to some point, but it's all 90* angles for lots of the things and detail would…
I've been working on a custom shader fragment that replicates a custom shader we have in our game engine, which is Unity/PBR. One of the features I want to port to toolbag is the ability to remap smoothness and metalness values of texture masked sections on the fly. Long story short, I've had luck with remapping the…
@cagdasx44 That's a great start! I'd only advise you to be careful with some of the geometry. I see that you don't have anything under the straps near the blade, which is pretty obvious where the straps meet the metal, or rather don't meet it, because when you smoothed it the mesh got "smaller" and you can see holes there.…
Did you mean Tor Frick? He makes awesome stuff. I had a look at a vid and it looks like he puts loads of loops for the circular bits and leaves the flat parts lowpoly. If that is what he is doing he saves some polys I suppose. The advantage with turbo smooth is you can put all your models in a scene under one modifier…
Normal maps V smoothing groups. It's hard to tell what the actual issue is here without seeing your unwrap, normal map and desired end result. But remember that a normal map depicts the normals of a mesh, which basically makes smoothing groups redundant in most cases. Are you baking the smoothing groups to be used as…
Saw @maxivz 's excellent scripts for Maya and decided to blatantly copy "Subdivide by smoothing groups" — which admittedly you could already do quite easily in modo — this is only beneficial because it reads your material's smoothing value so you skip some manual entry. Plus that makes it simpler to bind to a key; I…
I agree about smoothing groups, they really need to go. Luckily there is a script that allows you to interact with edge smoothness/hardness almost the same way you do in Maya, select an edge and set it to smooth or hard. It was written by the same wonderful genius that wrote outliner for max, who is also a member of…
Did you have your UVW Unwrap sitting above your Edit Poly in the stack, and fixed your edges by stepping back to your Edit Poly? If so that's your mistake. That will kill your UVs. Much safer to collapse the stack and then edit your geo. Also, thank you thread for explaining some of my unreal/3dsmax annoyances. I assumed…
Hi, I've just purchased Toolbag, and the results look great. I'm content. 🙂 A few newbie questions: * Is there a way to toggle polygon smoothing? I mean switching between visible, faceted polygons and averaged normals for the illusion of a smooth surface. * Is there an auto-smooth option with an adjustable normal angle? *…