Thank you so much! I'm really happy with how things are coming along too. I've made a smoothing pass on some of the more jagged edge loops, and I modified the topology a bit around the groin area, pushing edges up the hip for better deformation. I also baked out normals successfully! I always get a bit nervous during…
Man, this is impressive and inspiring stuff! Glad you guys did the article on 80.LV or I would have missed it. Couple questions on workflow. In the article it was mentioned that you just created a low poly mesh and only did a bevel on the edges for doing the normal bake. I'm currently working on a couple vehicles right now…
The edges where UV seams are could be split/hard /sharp since a game engine would split such edges anyway and edge vertex count will be doubled at such edges. Any other edges should be smooth/soft and making them hard where no UV seems are just makes extra redundant vertexes to calculate and troubles for normal map baking.…
What happens when the whole thing is a single smoothing group? (All edges softenend) My guess is that it is an interpolation issue. Since you're not using a normal map you're relying on interpolated vertex normals. Look at where your UV seams are in comparison to where your issues are arising. Two of the corners of that…
Thanks guys, this is truly helpful stuff. I guess what that leads me to question is the matter of keeping hard surface models looking really clean like I see people creating in Zbrush once you've hand topologized them... 1. You can rough out a shape in zbrush, then retopologize it in a way that has the same volume and…
Hehe... that's because it's not SMB... it's SBM ( simple binary mesh ) :poly129: so the program was trying to get a mesh exporter that cannot be found :poly139: ( no exporter can process the .SMB extension... the SBM exporter can export .SBM files only, not .SMB ones heheh! ) Better don't put the ".smb" at the final of the…
Edited OP with most recent renders- LESSONS LEARNED: 1. Stay in quads as long as possible.. I had to triangulate the mesh in order to get it to preview correctly in Quixel, and didn't realize how impossible it made cleaning up the mesh down the road (lack of edge loops, poor smoothing). From now on, I'll be creating a…
2 things you can do: A) seperate the mesh out. work only on the head then only on the torso and then the legs. You can do this by either masking out the part you wanna work on, or exporting just the part yo uwant to work on. On something as large as this I personally could not get the proper amount of detail on my mesh and…
I think the best solution woul dbe to make a alpha map decal to put on the terrain , this is how Crysis works but I dunno if I can add a normal map to a alpha texture , is this possible = if so then I guess would be the better solution couse I havea limited number of texture slots I can use on the island and I dont want to…
Ha HAAA! Yeah Soul I see what you mean. I indeed use hotkeys alot, also got the technical artist here at work to help me configure Maya so that I can polymodel with no need for menus access nor buttons. Funny thing is that I also use grow/shrink alot... but no one else does here, it's like if I am the ony one to find it…