I am just saying what I learned so far, I worked on a gun and had problems like this and it worked well when I split the parts into 90º with smoothing groups from uvs. Before the gun I used to use a single smoothing group and baked the details from the High and most of the times worked. But thanks for the info I will keep…
How did you smooth the mesh? When i bake ao map in xnormal, it keeps to give nearly empty ao maps... while in 3ds max it gives me strange artifacts, like in the picture (i guess due to a bad smoothing)... Did someone already have this kind of issues? i don't care much the color, since i can desaturate it
a lot of the time smooth or flat parts of your low poly model simply don't need a normal map - so you can use the background colour of your normal map (the colour that represents flat on a normal map) to colour out those areas of the map - as long as your low poly has proper smoothing groups then it should eliminate a lot…
You'll have to apply a smooth to the mesh to get it smooth after the chamfer, but that's not really appropriate until the whole thing is finished. Do yourself a favor and read up on subdivision topology. You don't have to always use it on subdiv surfaces, the information goes a lot farther than that -- it is useful for…
thanks Goeddy! yeah i am working on her and i will post some screens of the hair stuff later but basically i work with them with the smooth preview on maya on and then later on actually smooth them, including uvs and edit the topo to lower it if its too high. meanwhile the Dragonball z constest is ending tomorrow so here…
So the above prrof of concept is on a per-material basis, which would be cool, but also has the limitation that as you can see, a smooth surface like a sphere would still be smooth. Below is me hacking it as a post process (replacing film grain). If someone could convince Marmoset to add a custom post process shader…
N-gons are fine in your high poly so long as it smooths alright. What is your normals like on your low poly? Are they all smoothed + UVs sewn together? Also, I don't know what this piece is exactly, but it looks like some sort of bolt. If it is, I wouldn't even have the indent modeled in. Could just be done with your…
It's not the issue with Designer. I get this every time I export FBX in Modo. I don't know how to fix it in Maya but what I do in Modo - I open exported FBX, go to vertex maps and delete FBX normals. For some reasons every quad has a hard edge but overall smoothing is fine. so you have to fix smoothing in your file.
could you show your wireframe on top? As it looks pretty normal to me, while you have faked smooth phong shading on it, creating the illusion of a highly detailled mesh. The geometry is still lowpoly, how should any light create realistic smooth shadows if what you throw at it, is a pretty edgy lowpoly model? at least the…
This example it didn't show my problem and why this helps there. Normally if I use one smoothing group for all related polygons I got problems as soon as the object has oposite normals or some corners. With this methode also complex corners look smooth without a lot of additional vertex. The idea behind it is to create the…