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.
Looks good but it's difficult to see something due flag background. It'll be much easier to understand what's wrong if you post just black and white render plus mesh without smooth and with smooth. Check references one more time I think there's some proportion troubles partly. Keep it up! :)
Np. For me I have always liked using the "clay buildup" brush but at a low Z intensity of like 10. Then I sweep back and forth over the geo to get the desired shape. Smoothing out also at a low opacity is good, and sculpting/smoothing at a lower subdivision, utilizing masks is key imo.
Creasing just tells it to protect the edges from smoothing for ____ subdivision levels, and past that it will start to smooth like normal. Depending on how crisp you're looking to make something, creasing would prevent you from requiring several tighter edgeloops (which would be harder to go back and change inside zbrush).
I don't think that's what he was asking antweiler, but that is an interesting way to get a wireframs of the smoothed cage over the mesh. I read the question as wanting to be able to push 3 and then render the smooth preview in Maya Software, which you can't do without actually dividing the mesh. Or I could be wrong.