Colored mesh weighting is only on rigid skinning. Smooth uses the horrible paint weights tool and that is only shades of grey. Daz I don't think you can use mult wires on the same mesh. Best way to do it is separate parts of the model that you want to be one color and so on. Sure you've already thought of that though. It's…
- the end near the front after the large sphere changes angle, unlike the concept where it’s a straight line - the scale of the front end is elongated more than the concept - you missed the groove details at the top rear above the handle on the smooth shape - your angles on the center are exaggerated - the way you’ve…
I'd just smooth the trouble areas and project again. If the lowpoly doesn't match the highpoly, you'll get those results in the first image. You might also want to Geometry > Freeze SubDivisionLevels > select the Zmodeler brush, and alter the lowest subdiv so that you get better projection results
Try locking the normals prior to export. Failing that, might try turning off Mayas whacky face weighting in the options, that can override any correct normals if they are unlocked with questionable face/area weighted normals. So depending on the ecosystem you work in, you may or may not want that following things around.…
Thank you for your thoughts! I'm encouraged and it's got me thinking. 1: That's super interesting because the answer is absolutely not. I'm probably adding a lot of skew now that you mention it. I have been led to believe I will never have a situation where the edges align. I'm hoping you can understand why when I say that…
Pretty much what Waffles elaborated on. Smoothing the mesh will get rid of any uneccessary detail that might throw zremesher off, letting it focus only on the large forms and the overall volume instead. You can smooth it manually, or try the documentation's suggestion to retopologize a quick remeshed result. The benefit to…
Update: I have created the full low poly and UV-mapped it. Having some issues with the baking though. Started a thread in the marmoset sub-forum and hope to get some help. "I get visible seams while baking on some things, but not all of them, even though they are all baked in the same way. Hard Egdes on UV-islands,…
Max doesn't have a UV viewer as far as I know. You'll have to go to Tools > Render UVW Template and export it as an image. I don't know about the wrinkleyness though. The first image looks like a smoothing group problem. "Relax" doesn't affect smoothing groups, so the viewport would still draw hard edges. But turbosmooth…
I've started working on an older model to bring it up to snuff (much like the plague doctor mask) and was wondering if it's worth using an alpha map for it or not. Here's how the model looks: The model is pretty lowpoly (156 tris) and the 1bit alpha is what gives it a very smooth outline. Should I model it all out instead…
It's good to be blocky when you block it out. I didn't do that and my shapes are a bit off proportion. But when you start modeling the shapes in detail I learned from Bradley that you should use the seams in the shell in the concept to let your loops run into so that you don't have to connect them all back up, which is…