Well, I go from hipoly to low - then import merge the hipoly into my low so they are at the same position,the cage I use use basic settings but push till it envelops both meshes, the smoothinggroups are frmo the UVshells. I take the image form the save location. I tried xNormal and it works, but as you say I want to figure…
Dude chill, i'm not using meshsmooth now... i found out that SmoothingGroups does the same effect... Ring around the Nose?... I've got them round the eyes and mouth so thats fine... Okay i'll see what i can do... I have been using 3dtotal quite alot but i seems there is more out there that i haven't stumbled across...…
Note that you generally want to go the other direction... generate UV seams from hard edges. To reduce shading errors with tangent-space normal maps, it is best to split and separate the UVs where there are hard edges on the model. Hard edges are not needed for every UV edge though. I.e. there can be more UV edges than…
Hi, im building a portfolio atm with mainly hard, non-deformer objects like guns and such. I've always rendered my normalmaps in tangent space, well, cuz that's what everyone else is doing... But lately when pushing normals to the limit I've started to see alot of advantages with object space(such as no sharp…
That's actually not that bad of a piece of advice, it's just not complete. What you need to do is bake an object space normalmap from that mesh and convert that to a TS normalmap for the lowpoly with the actual smoothinggroups with handplane. That's what I usually do when I bake out normalmaps from models made in Blender…
Max's SmoothingGroups double TurboSmooth technique equivalent for Maya? Being a Max user this is my main workflow for SubD only using support loops where needed for specific circumstances, it is 10x's faster than placing support loops on everything manually. I'm trying to speed up a Maya user but other than forcing them to…
Hi, Thanks for this video. Few comments: 1 - using SmoothGroups / HardEdges is a good way to get control on the quad-reemshing. (Materials can be used equivalently..) So this is a good idea to use Slicing + tag Slicing Edges as 'Hard' fi you want more control on the retopo. 2 - Take care: HardEdges must be really well…
heh sounds like a dream to me, many productions avoid them like the plague. but not for the reasons you would assume. it usually comes down to, how much content needs to be pushed and how many people with how many dccs work on a projects. if the answer is many on all of these, usually hard edges get ditched because all…
/*Created by Alistair Braz (Haiddasalami)Version 1.01Installation:1. Download the .mel file.2. Place it in your My Documents/maya/scripts folder.3. Re-start Maya and type fbxExporter; in the MEL command line to launch the tool.4. Make shelf button or add to marking menu's for profit.TO DO:- Implement ASE batch export-…
Yeah, I know why you'd want to use the smoothing groups option, I just thought you could see if it makes any difference with the edgesplit. You should get the same results while baking with or without the new smoothinggroups option as long as you use a cage. I think you'll need to include the normals for the…