It's best to put enough polys in to a character so that it does not look low poly/chunky. why make extra polys where they are not needed? I mean a mesh that has 60,000 tris is not going to look a lot different if it is has 100,000 tris , unless there some particular details that would need to look extra smooth or if he has…
@fairlyBread Thanks! I'll probably try applying and smoothing the skin-weights for better cloth deformations and try adding some subtle cloth-sim. But yeah, that's totally me, getting distracted from the environment by some character-sidequest :tongue: In Maya, the function to transfer skin weights from one mesh to another…
@iam717 So if I got this correctly, you essentially want a form of post processing for baked textures? If that's the case, I'm curious to know for what bake types and exact benefit? Would channel packing and compression(i.e. Normal xyz to Normal zy) also be something of a value to you? Not to stray too much off topic but…
InsetSg need proper smoothing groups in order to work correctly. When I get .net error exceptions it is almost all the time due to faces without smoothing groups or bad smoothings groups . And modifiers can change the smoothing groups. May I ask you why do you use a turbo smooth. InsetSg workflow does not need turbo smooth…
Absolutely agree — this is a solid breakdown. The artifact indeed looks like a UV continuity issue rather than a bake smoothing problem, especially when the normal map values shift sharply across a hard edge. Seeing the UV layout over the normal map would clarify it instantly. Automation of manual work – developers can…
Actually double smoothing in Max is exactly what creasing does in Maya. In Max: Put one TurboSmooth with 2 subdivisions with "Separate | Smoothing Groups" on and then another Turbosmooth without the Smoothing Groups option. The equivalent In Maya: Select all the hard edges have them have a crease value of 2 (always use a…
Mesh + normals map causing 'hard' seams on every curved face on curvature map Hey there everyone I'm having a problem trying to bake my curvature map for part of a model. I noticed this with Painter, but as near-enough the same thing's happening with xnormal's baker, I figured technical talk is the more appropriate place.…
Hello, I posted this in the tech talk forum but haven't received a reply so I figured I would move it over here to try again. I am working on the pipe organ and I baked out an AO using xnormal. I am having an issue where I'm losing my smoothing groups from 3ds max when I export it as an obj using guruware obj exporter…
Looking for Rigging specialist to modify, strip and optimize metahumans rig so we have a de-cluttered, smooth running non modular (metahuman system) rig with the same operating level. Need to also add some additional controls with helpers and blendshapes that involve NSFW work, must be comfortable with this. Required good…
musashidan you're the genius around every time :) The Mozart of 3D. Your wisdom is always welcome :blush: I'm also fighting with smoothing group issues for a long time and especially on a mesh I'm working on right now. One thing I don't get in your explanations above. In one comment you write : "*Note* I had to assign my…