Generally speaking this happens because of the shape of the polygons, while the mesh looks smooth because the normals are smoothed, low poly meshes are generally rather faceted, and this faceting causes these sort of artifacts in the shadowing system. A few things you can do: 1. Try adjusting the light width setting, this…
It looks like you have a few problems going on. Your high and low are a lot different from each other, so getting a good bake is going to be difficult. Second your lowpoly doesn't look like it has correct smoothing groups, hard/soft edges in Maya, so you are going to get bad seams and shading. The other problem is you are…
Thanks Simon! Callesw: I used Tpose master to pose her in Zbrush. Basically it creates a low subdiv cage for you to pose. I mask and rotate limbs, use the smooth brush and work out any kinks etc. Its quite an archaic way of posing a character tbh, but i like it. Once you've got something you like, you can click to send…
Thanks! I hope you get some good use out of them :) No problem :) I still need to do some more work on the grips for sure. I'm thinking about adding some compressed and smoothed out parts where hands and sweat would harden and smooth some areas out :) Thanks! Like I said above, I have lots of work to do :) I should get…
Textures on a 3d model are interpolated, which means it smooths between two pixels. The actual 'pixel' is a infinitely small point. When you have two pixels next to each other that are radically different, it will gradate between them. When those pixels are different normal directions because they are from different…
if your working on non deforming geometry like a robot you can use the rigid bind instead of the smooth bind. you don't have to do weight painting that way and it has a faster computation. as for your geometry moving it could be a few things. 1. if you have your geometry in grouped hierarchy's then there could be double…
Yes, in most scenarios you'll use your high poly for all your large and medium details, such as edge bevels, bolts etc. Photosourced normal map details are usually for small details like wood grain or raised paint. This is the most common workflow as far as I know, but there are people who use ndo for larger details. Due…
I completed work on a fully modular pillar and entablature set and have used it to make the outline of the market and another of our artists, Joe Cammorata, has given the first pass on the market stalls. On the ground terrain I am still getting a weird normal glitch, I'm wondering if applying a material will fix this. The…
Yeah or the pencil button to open the file directly, or go to /data/mat/textures/. Oh and one other thing, it was touched on in your other thread but its worth mentioning again as you've refered to a roughness map. By default, Toolbag 2 uses a gloss map, which means black = rough surfaces and white = smooth surfaces. With…
I like your assets mostly. There was a problem with one asset, it was saved with the most brand new FBX format so not even Autodesk FBX converter could open it. BUT I did contact Megascans support and they were quite helpful. In the end they said that there might be some assets that can't be "repaired", but they will make…