okay, I got a reply from another forum member in my thread... He says "I don't think it's the fault of Maya / xNormal. You should assign the good smoothing group to the mesh in order to have a proper baking. The result of the bake in Max will be the same, as long as you don't assign the right smoothing groups. This should…
1.What settings did you use? Did you use cage? If not, do. You are always gonna get shading seams if you use normal mapping to represent smooth edges. If you want to use your model in any engine, test the normal map in the engine not in Maya viewport. BTW These are both baked in Xnormal the one one the left has hard edges…
PBR shading can be very realistic and that is its main purpose, however your art director may want to use pbr shading in an unorthodox way like on highly stylised meshes pushing the smoothness up really high on some faces or making others very dull and rough. The results can look pretty cool. I just said it looks like pbr…
my grandfather used to say, imagine you've finished something and it went perfectly.. now go backwards and imagine how you did it. approaching a challenge from the other end is sometimes a good technique and my music teacher used to say 'you can't edit nothing', which is to say put something down fast, and chop off all the…
Gah. I've got a problem now (a new one anyway). I've taken subd level 2 of each piece into XSI and tweaked proportions, but when I bring the mesh back into the appropriate tool, the detail on the higher levels is smoothed. I exported the base mesh from zbrush, tweaked then reimported incase it was the subd level 2 that was…
Depending on what shader you use, a plain low poly model can look completely smooth on the surface, with no indication of the poly lines or verts beyond the silhouette chunkiness. It's a true per pixel shading of the low poly. I don't know the math behind it, but when using a hand painted normal map with that base shader,…
It's because all your faces are separate smoothing groups - your low poly is all "faceted" or "hard edged". You'd have to apply a Smooth modifier to the whole thing (and then potentially add a bit more geometry for a cleaner bake) in order to fix this. Here's a run-down of what's happening by the ever-helpful Ariel Chai:…
Looking great so far - well done. The only thing that stands out to me are the creases in his shirt - they seem to be quite realistic on the edges of the shirt, but then they fade / smooth out around the belly area. Maybe lessen the depth and smooth a few out around the edges of the shirt to add a little more randomness to…
nice one peris haha, yeah I find the brushes dont respond the way I expect theyre a bit blobby and the smooth seems to work wierdly too...it seems almost like a fill tool and sometimes creates little lumpy bits around the smoothed areas but then again this is only an alpha. I tried the retopo tools today, wow Im really…
Looking good. The point I made earlier about getting rid of the middle row of edges in the eyebrows would help here. There's a bump where the eyebrows are defined in your mesh that it interfering with where you've painted them on. Either get rid of some of the extra edges and smooth out the bump, or lower the eyebrows in…