Are those tiled pieced merged together or did you just combine them (border vertices not merged as one). This will mess up your smoothing,, at least this is the case for maya. Try merging them and reset the smoothing. Edit: Is that your normals showing in the screenshot, or your mesh without the normals. Did you have…
Since your in max, you might also want to try the "double turbo smooth" trick. You just apply one turbo smooth modifier over the top of the other one. What your essentially doing is uniforming up the mesh density so all edges get beveled nicely. Its a very quick way to uniformly beveling an object.
eh i've zbrushed shitloads of triangles. Ngons are the problem with zbrush. Zbrush will divide a quad into 4 quads and a triangle into 3 quads, but the 3 quads wont smooth... no big deal because the next subdivision level will divide that into 12 quads. Only problem you will have is with smoothing, which can quite…
Hello everyone. 3do is not displaying the smoothing groups correctly for this machine gun. It should have multiple hard edges, but it shows as completely smooth. However, It previews correctly in TB2, and Unreal Engine 4. There are no normal maps involved. I have tried exporting from multiple programs with the same…
Hello ! I'm quite experienced modeler, but sometimes I encounter problems which are hard to solve for me. I would be very thankful for your help. To the point, this is my problematic area. I just cant find a good way to get this sharp corners right. I tried many solutions but every give smoothing artifacts (I use blender…
So i've been trying to use max9 lately and for some reason it never saves my quad settings, I have saved out a file and I have to load it everytime I reload max, has anyone else run into this? Also has anyone else had the smoothing on an editable poly to just go crazy when you tweak the model sometimes until you do…
Hi guys,as you can see in the image below I got an head unwrapped but with a seam on the chin & the seam is extremely visible on the normal map (check the rough bake,last image). I have attempt the bake with a single smoothing group & with 1 smoothing group for each uvshell,but the resoult is always a visible seam,so my…
I want to make a sweet "nature" environment and I will start from textures. The thing I want to achieve - SMOOTHNESS. Smooth transition between props(grass, rocks and etc) and textures. I made some enviroment work earlier, but this project will be my first nature-focused UDK work - wish me good luck! =D Here is the…
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…