just make sure to turn smooth groups off in the fbx exporter settings. Spent 3 hours exporting and re baking before I figured that one out -_-. You can leave mesh smoothness on to retain hard edges.
joeriv, sorry if you already talked about this, but how are you doing your smoothing groups? Are you just putting the smoothing groups with the UV splits? As for the bake, I assume you're also just doing a standard exploded bake?
Ah you're seeing problems in max. Trouble is, Max's viewport shaders don't match the tangent space with max's baker. These means you'll often see smoothing errors like this. Do you see the same smoothing problems in TB2?
Try the simplify mesh tool. It DOES look like a smoothing group thing to me. The simpolify mesh tool lets you choose: Preserve Smoothing Groups, Make soft or Make Hard....make hard yo. Hope that helps
I'm going to hazard a guess and say to redo the smoothing groups at 90 degree angles. If you are using a texture not created from the model, the normals will act strangely (both mesh and texture normals). Set them to at a 90 degree smoothing.
Thanks for the tips! I think I found one solution: The mesh must be divided with smooth on. Since this causes it to smooth (duh!) - I tried dividing the base mesh in Max before going to ZBrush - it works! Will post images soon...
hey guys i started texturing the ak but i have this smoothing error it curves in insted of out any ideas how to fix it? the smoothing in max is perfect everything looks great but in 8monkey lab its all backwards :S
1 - Original 2 - Sub Divide - Without Smoothing 2-3 times (retains shape) / Then one time with Smoothing. 3 - ZRemesher with Desired PolyCount, Turn off Adapt, turn slider down to 0. Should be good to go.
Both? Having a nice non-blocky lowpoly mesh, and using the normals for correct smoothing(you'll have to add a lottttt of geometry to get smoothing as accurate as a baked normal, with lowpoly mesh normals alone) and finer details like seam lines and such, i think that would be the ideal solution, that way you avoid using a…
I would highly recommend doing a blockout for something of this scale and complexity. I would aslo take beks advice on making a "Midpoly" or base mesh before full on highpoly as well. This way you can get your major shapes working together with very little geometry and if (when) things need to change/be adjusted, its a…