Have you tried subdividing the model first in Maya/Modo, with smoothing off, then importing that and subdividing with smooth on in Zbrush? That works pretty well for me. Or you could try the method Faf explains in her Vertex tutorial: http://i.imgur.com/Qq8WhqR.jpg
Ok, OBJ bake fixes the shading issues and glitches, but hard edges still have that distinctive edging. EDIT: Yet edges near on top are completely fine and smooth. Must be something about the smoothing groups and how I split the UVs.
i gues your mesh is not smoothed, depending where you are working, you need to apply soft edges or smoothing groups on your model. if you realy have never done it before, it might be worth heading over to the polycount wiki.
Hey, good start on blockout! Watch out for smoothing issues, better fix them while you are still blocking stuff out :P If your normal map seems fine, check out your smoothing groups. Good luck!
I knew something was wrong, I though it was more the length of the palm, I can see the finger length is wrong from the sideview now. I blame 3dCoat for the lumpyness, smoothing is more difficult, it always smooths downwards. Thanks for the help.
hey guys. How are you all? Well I am modeling a stock for my ak-47 and a weird shading problem appeared. Here are the snapshots. 1- This is how it looks after applying smoothing groups. 2- This is the wireframe. 3-) This is what it looks like after applying turbo smooth.
Okay, I was bored so I made these little rts type vehicles. I know they suck but I wanna ask about smoothing groups. I don't get the desired affect at the moment. Any help? Its on clear all at the moment. I tried auto smooth and stuff..but they are vehicles...you know?
Whats your zb multimap export settings look like? Is "smooth uvs" turned on before you export? I've had artifacts like this happen before in arnold and vray when I haven't turned smooth uvs on. Hope you found a solution
I've got the edge loops in there I think. but looking at the reference the edges on the front door are pretty smooth and when I smooth the model it seems to match fine, am I just not seeing it? Thanks for the help, not trying to be difficult just trying to figure it out >.>
You could use the edge creasing then subdivide in max or whatever before you export to zbrush or try smoothing directly in zbrush with the smooth option (smt sp?) turned off for the first few levels. For the brushed metal, you want to look at the anisotrophic shader.