Also as a result of keeping the serif detail the edgeflow vertically for the right side of the "K" gets pretty bad when extruding and insetting a few times. My "A" handled things fine but I'm guessing due to the less detailed serifs? I cleared all the smoothing groups and then did an Auto-Smooth. Pertty gross compared to…
Keep in mind. Even boxers are not hugely buff like this guy. He looks more like a body builder to me. Also smoothing your muscle transition from one to another. They are quite sharp and sudden. Look at your ref the muscle are smoothed not sharp when it comes to the edge. And even on buff people this is the case.
thank you everybody for the helpful advise. ive managed to fix it by adding a chamfer to the hard edges in 3ds max and assigning 1 smoothing group to the piece and that gave me the smooth edges i was looking for in ue4. this an image of the result. please tell if you think it looks right or not. again many thanks for all…
Like gray said, it depends on what you're trying to do, but if you're just trying to get a triangular prism to subdivide you might try something like this: Left mesh: base mesh with supporting edge loops Center mesh: base mesh with smooth preview Right mesh: smoothed mesh with 2 divisions
You just need to edit your weights. The default falloff is I think 1/distance cubed or somesuch so you'll get a smooth falloff like you see there. Select the object then go to Skeleton->Edit smooth skin-> paint skin weights. Set the rows to be weighted 100% to the vert they're in line with.
thanks guys for comments. Yes, I see those rocks somehow too smooth as well. I just wanted them to be rather re-usable and fit into different places. They have sharp edges though, but apparently smoothing groups rounded them a bit. And yes, I got different low sun setup
hey guys, thanks for the comments, I know there is an excessive poly/tris count but I use normal turbosmooth, not smooth b smooth groups or anything so all poly's/tris have a purpose, however in the low poly most of them will be deleted, don't worry! I'll try and keep you guys updated!
I only made a wire from the smoothed version, because otherwise I needed to remove all the smooth modifiers from all parts.. Hope it can help you out with certain things.. Thanks! you're right the revolver still needs some work. I'm currently busy making and UV
1. Snap the meshes pivot point to the center of the grid. Select it. 2. Window> Settings/Preferences> Plug-in Manager> [x] [x] fbxmaya.mll 3. File> Export Selection... 4. Files of Type: FBX export 5. Turn on "Smoothing Groups" + "Tangents and Binormals" - Shut off "Smooth Mesh" 6. Export ;)
I think you'll need to invert your roughness map. Game engines read black as smooth and white as rough. Artist tend to work roughness maps similar to a spec map. White being the bright smooth parts. This is fine as long as you invert your roughness map after your done.