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…
Hey everyone, I wasn't sure what it's called. The problem I'm referring to is what happens when you bake, for example, a smoothed cylinder onto a low-poly version of that cylinder. The baking info when put on the low poly mesh shows how the edges of the low poly object are breaking the smooth curve of the cylinder. I can't…
Yeah, I did make sure to keep my smoothing groups right. In the UV the inside part is 1 smoothing group, so its 1 part in the UV map. The front faces of the box have their own smoothing group. In the low poly it has a hard edge, so it shouldn't be a problem with the smoothing groups. EDIT: So should I set up a projection…
I think the trouble is the use of the term "SubD". What we generally mean is a polygon mesh that has been subdivided (aka "smoothed"). It remains a polygon mesh, just with more polygons and averaged vertex positions. It's not a true subdivision surface. To subdivide your mesh, use the mesh>smooth option, or hit "3" on your…
ok, i've got another unwrapping problem with this piece. All the layouts i tried are generating bad smoothing. the best unwrap from me is a planar map from the front, and another planar from the side. (because it's in a different smoothing group).but it's genearting a long stripe i don't like it. one smoothing group for…
Everything on the high poly mesh is in one smoothing group, with a Turbosmooth applied and control loops. Everything in the low poly is set up with "auto-smooth" smoothing groups, and it looks correct. The edges are intended to be slightly soft - they're defining a plastic-like material. The Normal map bake looks fine, and…
Vice versa ;) I need only smoothing groups (which are max only thing - you're right) because our engine supports only smoothing groups but not user defined/custom normals - as you show in your example (( FBX converts hard edges to smoothing groups rather correctly (sometimes it gets stuck on "mixed"/complex smoothing…
Hi everyone! I have a low poly model with smoothing groups and reset Xform. But after to bake the models into the Substance Painter, appear a ugly lines. Also a Tried to export the low_model with a unique smoothing group, the previous problem fixed but appear a new artifacts. What is the problem on my low poly model? I…
Last week I've mentioned about this special SubD modeling technique and promised to write a brief tutorial, so here it is. In a nutshell: Create a low-polygon model and set all the edges that you need to be sharp and crisp to be at 1.0 crease value. To be in greater control of the surface you can also assign weights to the…
For smooth groups, you can apply smooth to all faces, then use the 'face split' modifier to define your smooth groups. You can either do that with the slider to judge it from angle of joint, or you can manually go in and define them by marking the edges of your smooth groups as 'sharp' and split them that way. When…