Ok, I sorted out the mottling on the original mesh through smoothing groups but there's still a distinct edge visible. I altered the anisotropy settings and it got rid of it but it alters the spec highlight. I couldn't do the same with the subd model though. The weird thing is, when leaving the anisotropy settings as they…
hmmm well I was thinking up on my way to work today maybe im going about this the wrong way. I was thinking Im hearing 3 sides to this that I do and do not agree with Draw Edge Loop model Sculpt so I was figuring I will just suck it up and squeeze in doing all 3 instead of focusing on just 1, So I figured I will toss up…
Yeah, I thought as much. Your control mesh has triangles in waaay too many areas (where they could quite easily be quads, which subdivide and smooth better). You're also not using edge loops to define edges of muscles and major planes of form, there are a number of places where you've got edges which seem to be completely…
Sure... Just incase you can't read my terrible writing; The front view : Groinal area requires 2 new connections and 2 removed for a good deformation. You really should be able to loop both edgeloops (the one illustrated and the one below [top thigh]) by selecting one edge and pressing loop. Need some attention to the…
Does the lowpoly shading look good with the normal map applied? Hard edges are certainly useful to control the shading of the lowpoly, especially at steep angles - just remember to split the UVs along hard edges to avoid artifacts! Maybe check out Making sense of hard edges, uvs, normal maps and vertex counts?
So I'm trying to create some normal maps for some hard surface objects. Like a table for instance. I want a normal map so that I can get the look of nice smooth edges on my low poly so that the lighting will reflect off of it nicely in game. But here's my problem, I keep getting gradients going across the top of my flat…
So I was running into a problem where I was getting a "ghost" seam on my in game mesh that for the life of me seemed to be stubborn about going away. No mirrored UVs, no UVs overlapping, no discoloration in my Normal Map via gradients or other abnormals, etc. I ran through everything I could think of and still had no luck.…
I was wondering if there is a way to bake in Xnormal and convert the tangent basis for 3ds max's renderers? I'm preparing a course for my students on lowres modelling and normal maps baking and I want them to see the power of Xnormal. The problem is that we have to make renders in 3ds max and I'm getting the "black edges…
Hi! What does the lowpolys' shading look like? Is it facetted/all hard edges? If so, shade it smooth. Should you use hard edges, remember to split UVs along those edges to prevent artifacts when baking. Regarding UVs of mirrored and duplicated/instanced parts, I recommend to offset those by 1 to prevent issues with baking…