You don't accidentaly set it as your smooth brush?? I sometimes have that happen, try holding shift, see if it switches to your standard brush, if it does hold shift and reselect the smooth brush. hope it helps
If you have diff smoothing groups, or hard edges, your uvs must be detached where the smoothing groups meet or where the hard edge is. Just cut the uv and put a bit of space between the shells of UV
Hey, the small ones were made with simply pushing the surface in manually (dam standard, orb crack, clay, smooth) Those on the shoulders were masked, inflated then sculpted over (trim dinamic, dam standard, smooth)
Using the decimated mesh as your low-poly is kinda sloppy, you'd get better results and optimisation by retopologising. You'll probably have to use smoothing groups on your low-poly to get rid of the smoothing errors.
Made the trigger group and various other parts, like the aiming thing. Some parts have support edges and others use smoothing groups, the wood frame has no smoothing groups. Feel free to post feedback.
Looks like you have some smoothing errors here in unreal, either your smoothing groups arent exporting, or the top image is a render, and likely not a good representation of how your normals will work in a realtime engine.
[ QUOTE ] can you guys tell me if it smooths fonts and rescaled images? [/ QUOTE ] The images rescaled smoothly in Safari, yes. The orange/brown vector image in particular, was very smooth in Safari, yet chunky in Firefox.
Cool stuff! The very last image with the cylinder and cutins plus side vents looks like you need to apply smoothing groups to sort out your shading. Maybe even auto smoothing will fix the blown out look.
^Thanks for the comment.. and sorry for being a noob but what is a floater? is it using 2 shapes and combine them together later? A lil updates also the left sides of the gun I keep getting smoothing problems and cant fix it by auto smoothing =/
Your UV / smoothing information needs some amendments. You need to have UV and smoothing group splits where there are 90 degree angles in the 3d geometry. This is why there are black lines along the edges in your final renders at the bottom.