@kryptio The reason why the mesh LOOKS smooth is because the normals across the model have been averaged or smoothed. The texturing and rendering style takes care of the rest. The texturer almost treats the whole model like a static illustration.
The new updates look fantastic, thanks guys! Could you elaborate more on:* Baker “Smooth Filter” option for geometry smoothing Is that something like the edge shader in modo? I tried to find the option but I didn't see it.
horsies are fat. your showing to much muscle definition. the back leg bum muscle is is smooth and round. not like you have it here's william. hope this helps, simply smoothing your horsey might fix alot of the problems
smoothing is based on a angle, so 12 to 13 subdivisions must create a small enough of a angle for it to smooth out. got to Normals>Set Normal Angle will set it on the selected shape, or you can set it globally somewhere in the preferences
Admittedly, it didn't really show up in the actual normal map, Marie. I'll make reminder to smooth the peaks out before I render the HP shots again. "Panda, smooth peaks your skin noise!" - Reminder
The model you're referencing is by Rawkstar, a member on these boards. Anyway, I'm not that experienced, but it seems what you're seeing on the neck is just an ordinary smoothing issue. Adjusting your lowpoly model and it's smoothing groups a bit should fix it, shouldn't it?
To further fritz's advice, paint the mask on a low level, then up it for a super smooth gradient. It interpolates the verts from the lower levels. I'll paint mine at level 2 or 3, and then at level 4 or 5, it's a nice smooth gradient.
Yeah, I know how to do it in Maya. Maya has the best way of fixing Normals. :) I'm not 100% sure I do it right in 3ds Max though. I've tried resetting the Normals with an Edit Normal modifier and then re-adding the Smoothing Groups, or using Auto Smooth, but that hasn't resolved the issue.
Even though .fbx was exported out of Zbrush with smoothed Normals slider to the max, I still get this angularity in Marmoset. Is this the extent of my low poly mesh? Should I just use the next subdiv lvl if I want a smooth look? Or is it easily fixable?
Hey all, I was wondering if anyone knew how to troubleshoot this seam? In maya, I've smoothed the edges but there is a UV seam doing through the center. When baking marmoset, it hardens that seam. Is there a way to smooth that out? I have tried baking with "Fix Mirrored Tangents" on and off - I'm getting the same result.…