Good stuff from Poop. This is for max, right? From the help file: [ QUOTE ] Smoothing groups define whether a surface is rendered with sharp edges or smooth surfaces. Smoothing groups are numbers assigned to the faces or patches of an object. Each face or patch can carry any number of smoothing groups up to the maximum of…
My main advice would be to A) Work on a far lower sub division layer until such a time that you find you cant add anymore detail, then, only then up the sub div layer and so on and so forth. Working in a very high SD layer right off the bat will almost always lead to that squishy look. B) study facial anatomy, particularly…
Looks good man, normals are working nicely. A few crits; Firstly, bricks are not that smooth. Even new bricks would have some surface texture and little chips in. You've got the geometry bake nice so I'd run a noisier version or a brick phototexture through CrazyBump or similar and blend it with the baked normals. Only…
Is this a main character? Will the face be the focus for a cinematic in the future? Is it a unique face? Does the face animate? A yes to any one of these would bias toward having a separate face and body page. However it can still be one mesh. Is this a generic NPC? Most likely a distant enemy or have distant interactions…
Having seen the previews, I was a little let down by the fact that the game characters' faces aren't as expressive as the real actors'. But then, I don't think I would have noticed, if the game cinematics didn't imitate exact scenes from a movie I've seen multiple times. /jzero
Hello, I'm new here, thought this was an incredible community to join as it is primarily focused in games as opposed to million poly renders. I have a little problem, (probably a very basic one) but I can't seem to get my head around it. Software Used: (Just in case) 3DS Max 2010 Adobe Photoshop CS4 Unity Engine I am using…
Haha glad to see my names still on the list. Don't think I'll be joining the festivities since I no longer work at Raven. Guess they forgot that this was going on as I wasn't the only person on the list.
Aha. You're onto it. It most certainly is a smoothing group problem. I just removed all smoothing from my wheel, left it faceted, and the glitch disappeared. However then it also generated a nasty normal map with fake "seams" along where the edges are in the facets. I'll have to find a happy medium ... will post screenies…
I would use a normal map to fake the smoothness of a corner. I did a brick a while ago, it turned out ok. Just remember to give each face it's own smoothing group and for each smoothing group make it a separate UV island and you should be good.