All of those issues or most all are from improper edge cuts/placement on the lowpoly. It looks like you applied 1 smoothing group to this? Make sure to have edgeloops/cuts close to the edges when doing 1 smoothing group to compensate for the wrapping it has to do for the normals. Also, remove anything that doesn't affect…
I decided to try retopologizing manually in blender, and after that I imported my mesh back into zbrush to project polypaint but I started getting weird edges as you can see from the image below. So far i've been doing UVmaster > texture map > new from polypaint on zremeshed meshes and its worked perfectly fine up, so it…
Hello polycount :) I started my new job today. Thanks to those who posted in my other threads, my transition from Max to Maya has been a smooth one. I'm pretty comfortable zipping around the menu's now. :thumbup: I have a more technical question for you now regarding the proper way to model this simple object. Pictured…
I imagine this is seemingly simple but I suppose I really just haven't done anything besides organic stuff in a while and this has been something kinda bugging me. I just modeled out this quick helm to try and assist along here. Say this is a base helm I want to use for a high poly, but I want to maintain the hard edges of…
Hello! I have little experience in Zbrush and I've been attempting to learn about stylized sculpting for the past few days. I have found an interesting article belonging to Fanny Vergne in the Vertex book #2 related to sculpting stylized slabs of rocks. The end result of her sculpt is this: The rocky detail on these slabs…
@theonewhoknocks yes totally @hegvbwkeuyrv if you polish your desired edges with the slider you can get more bakeble edges. If an edge is too sharp, it effects only a few pixels in normal map.
I'm baking a model @ 4096x4096 but I believe the final in-game texture size will be 2048*2048. What would be the recommended edge padding to avoid seams w/ mipmapping?
If I create a poleless sphere in max using spherify (on a subdivided cube) and then turbosmooth I get tight shading around the four quadrants that the sphere is composed of (caused by where the edge loops are closest together). Changing smoothing groups doesn't seem to prevent this. I'm basically making a bowling ball with…