You should smooth out the sleeve wrinkles as they look quite lumpy at present. One method I use is to delete the top couple of SubDiv levels then re-subdivide them. They should be smoothed out, so you can go over them with pinch to retain the sharpness.
As I understand it, if Unity recieves an FBX file with smoothing group information in it, it'll recalculate the vertex normals - even if the mesh is already supplied with vertex normals. So you in your FBX settings you need to: Disable "Smoothing Groups". Enable "Split per-vertex Normals".
This looks like an issue with UV smoothing. Are you baking down to a sub-divided mesh? If so, why? It looks like your uvs are being smoothed in the middle of the uv islands but not on the edges. Also, where did you bake your normal map, and onto which mesh?
Hey Everyone, I am having trouble with the High Poly version, specifically where the two curves meet. I am trying to use "Smoothing Groups" to solve it but it's not working. Does anyone have any tips how I can make the transition smooth? Thanks
It looks like either your high poly or low poly doesn't have proper smoothing groups. Be sure to soften normals on your model in Maya before exporting, and for your high poly you can just set the Smooth normals column in xNormal to Average Normals.
Do black for RGB and smoothness is packed into the alpha. The metallic map defines what parts of your model are metallic, if it's all black it will treat it all as dialectric. The smoothness map is afaik rougness mapped in the other direction, and is shoved in the spare channel for performance reasons but it is its own map.
I wouldn't make the record an alpha plane, it'll look a lot better with lighting on it with 3d form in the lowpoly and careful use of normals/smoothing groups. Definitely agree about the main body of it though, smooth it out with alpha like tgz said. Anyway, looking awesome.
Hello, I am new in this forum I need some help.My normal maps always have these line problems not good.So what should I do?Not smooth model? but even I subdivide and not smooth problem is the same what should I do for good quality map? http://i.imgur.com/qy0TWKI.png http://i.imgur.com/pF8AT12.png…
im pretty new to modeling and decided to make a simple fireaxe in maya to test normals and baking to a low poly model, etc... Well i seem to have a lighting problem. The 2 halves are not connected yet but that shouldnt be causing the lighting issue on the head of the axe. regular model regular model wireframe smoothed…
Lots of issues with edge flow, you have some hard creased areas in place you want smooth. I suggest using the divet under the door handle as a floater. Same with other details, that way your actual door can maintain a smooth meshflow.