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…
This typically happens when you have hard edges (smoothing group splits if you're a 3DS Max guy) on your low poly mesh, but don't have UV splits in the same area. Fixes would be: * Make sure you smooth your low poly mesh * or * Make sure you split your uvs along your hard edges
@Ashervisalis thanks for pointing those mistakes out...........tried to work them out. (19/30)....... used smooth too much again....guess i will change the shortcut for smooth for a little while. took masseter muscle and salivary gland behind it into consideration....and that medial fat pouch thingy as well. Ear was an IMM…
Ok, so I've encountered this smoothing problem that I really can't seem to track down. For the most part, everything looks pretty clean but in some very specific angles I get some really strange smoothing artifacts. Here is a picture showing what I mean: If anyone could shed some light on this I would be really thankful :)
To me, because your high poly model has a smooth edge, and on your low poly it's very sharp, the values are conflicting. I get this all the time, best option is to probably chamfer the edge because you can't do much with the smoothing groups here i don't think Are you talking about the edge of the object or the line at the…
I havn't made a single uv inside 3ds max for years because there was too much manual cutting involved in the past (don't know if it improved, have to check) but i find Headus Uv very fast. Before exporting to Headus, i assign my smoothing groups, export and with few clicks, my mesh is unwrapped automatically according to…
That's not necessarily true. In this case the bevels are just for smoothing, but a proper bake would take care of the smoothing anyway. Big rounded edges benefit from having bevels, but for a thin edge like this a hard edge + baked normal would probably look much better. Depends on the type of model, but in this case hard…
in max you just export obj as .ase each object. In maya there is a plugin you can install thats in the unreal folder somewhere so it is very compatible with max and maya. Thing is if you have alot of smoothing group udk gives error so I just use 1 smoothing group and its good. I use max though.
I agree with RMeeks said, for some spacifics the Mad Hatter hat and stand there are some edges you can get rid of and have that smooth edge for the lip that holds the hat. Also the vines you can get rid of some edge loops that are the circumference and still have it be a smooth vines. Just go through and try and optimize…