You shouldn't split the cage, but if you have a smoothing split, you'll need to have a split (and a gap) in the UVs along the smoothing split. The reverse is not true; splits in UVs don't need a split in smoothing.
Hello, I get this issue after removing certain loops. I've been having this issue a few times and the only way of repairing it, was to delete said polys and re-bridge everything in between. I also played around with smoothing groups but it doesn't seem to make a difference. Do you know a better/non-destructive way to reset…
I'm importing this model into ZBrush from Max. For some reason some parts smooth correctly but other parts remain looking like they are not completely smooth. Is there something I am not doing correctly when exporting the model from Max? The model in ZBrush allows me to subdivide about 3 times before it gets to 3 million…
The doc says autoSmoothThreshold is a property of the Editable Poly object, not the polyop.autoSmooth function. So keep this line in there: o.autoSmoothThreshold = tresh But I'm telling you, just use a Smooth modifier. So much less code. From this: -- This will apply the default 45° auto smooth to all selected objects fn…
Hey guys, wanted to know if I was doing something wrong or anything, but I can't seem to get my smoothing groups in zBrush. Since there is no more smooth group import plugin. I heard you had to use GoZ from 3ds max to zBrush then use Crease. But I can't get any result. :/ /
Hey guys, even when I check smoothing groups in the fbx dialog window 3dsmax still refuses to export the smoothing groups. Anyone run into this? I exports na obj instead and it worked fine
Looking really good overall, the lighting and mood are working great, especially the sunlight coming through the beams and vines. =) One small thing that stood out to me: the step in the foreground feels a bit too smooth/curved compared to the rest of the stonework. It might just be me, but since the scene leans more…
Hi! I was sculpting on my mesh with clay tubes and then I smoothed it back, since I wasn't satisfied. Then, I subdivided it and added a level of res in the geometry tab. Once I switched back and forth, the details I smoothed came back! Like this : They're these weird "ghost" carving I have on the legs. Anyone knows what it…
I've been Googling this issue for about an hour now and it's still not resolved. What is this turd? Some areas of the surface look pinched and jagged. Never had this happen before when pressing "3" for smooth preview. I checked my normals and they are fine. I tried checking and unchecking "Preserve Geometry Borders" option…
seems as though that's the way it works ie when you subdivide the mesh, uv's get smoothed also. what a pain ie even if you uncheck smooth uv's it still smooths them