I've fiddled around with the distance fields and found a messy but damn smooth looking blend. It's very dirty as of now, however, as i'm tring to use DistanceToNearestSurface to find intersections, but it's not exactly flexible and is also using the mesh itself (It's working fine on the landscape, but the landscape…
From what I've heard using the tablet is much better for your wrist than any mouse. On top of special computer-mice I'd like to add: get a nice mouse-pad, check your settings with things like mouse-acceleration and smoothing. People have a habit to tense their wrist and hand when they work it, but if the settings make it…
Sorry I haven't really used xnormal enough to know what the problem is :/ IF it's like Maya, then all the edges have to be smooth. Unless you have a seam; edges that are cut in the texture editor can be hard. My only guess would be it has to do with your export (maybe there's an option for keeping the smoothing?) In other…
I think there are still a lot of areas you could optimize. Places with no silhouette breakage can seriously be reduced, like the concave areas. The long flat areas could do with a mid point loop to help with smoothing, as the vertex smoothing for large faces isn't as nice in real time in a lot of engines, and if you're…
Great work! Especially with the masks. I think your roughness might be too smooth. These tiles are very roughed up, yet aside from their scratched areas, the rest of the surface is fairly smooth. You might expect something that is that worn down to have more scuff to it. Thanks for sharing your graph! I find I learn a lot…
Maybe? Again I usually avoid splitting right down the middle of flat faces like this so I wouldn't really say its common. Oh one other thing to try, you said you split edges/smoothing groups at uv borders, do you have it split at the mirror seam as well? Try keeping that as one smoothing group instead (or trying the…
YES!!!!!!!!!!!!!!!!!!!!!!! I FOUND THE SOLUTION. I will set up a tutorial for all of you. All smoothing groups have to match on; High Poly, low poly, and Projection cage. No more PS Here are some quick Pic Same model I think the smoothing groups have to match only on low poly and cage. Not sure high poly has to be the same…
That looks handy. Tah Arsh. As it turns out it wasn't all that difficult to fix. Just a matter of turning off symmetry, using a whole lot of smooth brush and then Resyming. It'd be good to know what caused this to occur initally though. EDIT:Actually no, the problem is back and now resym either does nothing or just makes…
Very nice! I think the metal could use a bit more shine though. A few questions: How did you go about the smoothing groups on the low? Is it all in 1 smoothing group? Just out of curiosity, how many polygons is the high? In the millions? Can we see flats? I'm doing something similar with a 1911, so I'm just looking for…
1st of all immediately grab a program which can do poly modeling(quads, I mean). It's much comfortable than modeling with triangles. XSI Mod Tool(http://www.softimage.com) does the job pretty good. In addition to the UV's you should also check your smoothing groups. Those poly's on the left side of the picture must be…