@sacboi Thank you so much for putting the time in to help me :) This is quality help Here's where I'm at now. I haven't added in the edge loops to tighten the corners yet. The high poly is just a smooth preview to see any smoothing errors
Yes i have a concept i am following, my question was in this case of modeling a metallic hull, should i use more hard edges as in picture one, should i stick to a smooth modifier, or should i try to use smoothing groups?
You can of course also model the details, but it would require a quite dense mesh to not to produce ugly dents...so basically smooth it once, add the detail there and smooth again. That way the bumps will be far less ntoicable. But painting the normal map will be far easier.
@Joop yes. zbrush doesnt work with smoothing groups. every face is being lit by itself. no context to other faces regarding light. @Fabi_G yas thanks. but i still dont get why zbrush decimation master gives me better result than Prooptimizer. something with bad smoothing groups?
Hello, I have a model smoothed with "Convert > smooth preview to polygon" but now I want to do a retopology and I tried using the "Reduce" tool, after reducing for about 70% it looks fine until I start deleting some extra edges and it just get broken. If there is another tool that works better I'd love to know :)
Hi, Im trying to get a model to marmoset as alembic. Why alembic? because it has some jiggle deformation on his belly. and fbx doesnt work for it. But when I Import it, I get a seam in the middle. Its by the UVs, I kno w. But fbx does have a smoothing group. Is there a way to get this smoothing groups to work with alembic?…
Here's one idea... try baking a displacement map of the bulges, using Render To Texture. Bake from the original logo model onto a mesh that follows it but has no bulges (a smooth cylinder). Apply that map as Displacement to the smooth cylinder, and animate the UV offset.
I'm talking about normal smoothing when I say smoothing groups. l https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/Maya/files/GUID-127A696A-C49D-4696-9415-6638D548E203-htm.html
Can we see the separate asset for the bricks, on max or maya? My guess is smoothing groups, the front face of the brick is smoothing out with the sides, since it's a very low poly object you get weird gradients. See if this makes sense to you:
I would use 3DCoat for retopologizing. Also, your pillars are going to come out super faceted within the normal map because they are not smoothed at all. I would suggest using some radial symmetry with ~100 to smooth out the form of them.