Hello pior, It seems to me that FBX Review doesn't support OBJ smoothing groups. If you open the box.obj file in a text editor, you'll notice that it doesn't have a vn (vertex normals) list, an in the faces list you'll see the 's (number)' lines indicating the smoothing groups. PixaFlux support both, vertex normals and…
Post the normal map. Do you see the seams there? This looks like an issue I get sometimes if I forget to smooth edges on a model before baking. I don't think inverting the normal map will fix this -- this isn't like the entire thing is shading the wrong way, it's just some bad edges. In Maya, try unlocking the normals and…
Hey Polyhertz - For the time being if you want a real UV map in the 2D view - you can render one out from the layer menu or channel menu, import to a layer, and see in all views. I'll investigate ways to show it automatically in the 2D view that make the most sense. Navigation smoothing - for now if you tap the pan key it…
Yeah, smoothing groups is Maxs way of handing soft/hard edges, thats what I mean. Don't make the asset all hard. Just use hard/soft edges as you will with the final model...changing those edges after baking messes stuff up. Your bake shows the nasty crease. It looks to me like you had baked there with the low poly having…
That normal map hurts my eyes. :poly115: Looks like it may be down to the smoothing groups though. I see you've split up some parts into seperate UV islands, does each islands corresponding polys on the mesh have the same smoothing group? Also make sure you don't edit any of the smoothing groups once you've exported for…
I'm working with a model given to me by an outside company for my work to use in promotional material. The model came as a STP file and only surfaces, I converted it to polygons to work on it I haven't used any bevel tools. Initially when I was adding the vertices, half of each face tweaked turned pitch black and the other…
I think Pior's iteration on the smoothed-normals idea is the right direction. Keep in mind - he just smoothed the fuck out of the model. but if you wanted a specific stylized line on the cheek, you could model that in as well. This is how the shadow "keeps it's stylized shape" - it's baked into a normal map. Then take this…
In Halo, The tires on the warthog are quite a bit more high poly than a cylinder, and I am trying to mimic that as my reference while changing the tread pattern. A cylinder would look kind of bad, no? Not sure what part you are reffering to/how to fix. I did not use turbo smooth, So I have no clue what most of that meant.…
Those arent my lightmap UV's , these are them http://i229.photobucket.com/albums/ee301/knak47/Polycount/tekleporter_uvLightmap.jpg Its something with the normal map and how its reacting to the lighting. as for you're other thoughts. I did bake my Normals in Max and import them, The compression setting is set to…
lol, if i showd you the textures youd laugh at me. they very simple. mostly everything was planar mapped. except tubes and cylinders of course. material consisted of a diffuse, spec and bump. i put a few pieces of geo on the same unwrap to keep the number of maps lower. but yea, since everything is rather flat, i used…