Okay this is really bugging me. I've baked everything from high and it looks fine in Max and Substance Painter, breaking the smoothing groups where my UV islands are. I created a second UV channel for the lighting and hid most seams, exported as an FBX with 'smoothing groups' and 'tangents and binormals' ticked. Then…
Hi there, I'm new to ZBrush and started creating a human character. At the moment I am adding details to my characters shirt. But how can I protect the underlying surface (like folds in the shirt) from being smoothed out when I start smoothing my details on top? With details on top I am thinking of huge areas of really…
Hey guys, Been trying to fix this seam for a while now and am having no luck. I've tried: -setting smoothing groups to UV's. -setting one Smoothing group -Checked for flipped UV's or faces Im baking in Substance Painter so flipping the green channel shouldn't be a thing right? -Also have "Average Normals" checked The seam…
I'm getting weird dark artifacts after I use nudge brush on my model. Anyone have seen this before? Here's before and after pic. Smoothing doesn't get rid of the dark artifact and it remains after sculpting on top as well. http://imgur.com/9L1h4qA http://imgur.com/WP2gd2g If I smooth my model a bit more after nudging, it'd…
Well what you answered wasn't what I needed but thanks for your reply. I solved the problem myself, while I was uploading screen to show you I noticed "properties" on the bar. From being curious I've checked it and seen smooth and hard modifer. The hard modifer converted my smoothed object into a boxy object again.
In the pics you have of him he has smooth facial features. His nose is slender and his jaw line is a smooth slope You went very cro mag with his brow and I don't think his face is long enough. Since you are working mostly off imagination maybe make him look heroic and beautiful?
Smoothed the boobs and tweaked a bunch of little things. I tried to smooth out the butt too (which was similarly angular) but the mesh looks really wonky and I think I'm using way too many polies, given the LOD of the rest of the model. Please help me fix the butt! I've spent FAR too long on it already... :poly127:
Congrats this looks really great! I agree with st3rv about the plants - the leaves seem a bit too thick and the outline of them is perhaps a little too smooth. In placement terms, they appear more like a pile of leaves than a plant. Other than this I love this environment - it makes me think of skateboarding games with all…
It's just a manual retopology on top of your high poly. To get the even distribution of quads just means that in the case of Blender you just grab a bunch of polygons on your low poly retopo, smooth them, and snap them back to the surface with the face snapping. With the combination of shrinkwrap modifier, uniformity of…
Just like to add that it's the on-card vert count that matters. So the total count of verts when you account for smoothing/MatID/UV splits. Also, synced tangent basis baking can eliminate or reduce the uv splits/padding, only require a single smoothing group, reduce amount of uv shells, and in a lot of cases be forgiving…