osetracks.blogg.se

Blender low poly head
Blender low poly head













blender low poly head

The "Sub-D Modifier" is generally for use with "Hard Surface" modelling.įor sculpting you would use the "Multi-Res Modifier" or "Dynamic Topology"(my preferred choice). In this case(as it's an unfinished/early sculpt) it probably won't do much harm but on a finished sculpt it would remove a lot of the detail. And the best way to fix that without compromising the low poly budgets is simply to bake a normal map from a higher resolution mesh that correctly describes the smooth curves of that area.The "Sub-D" mod will smooth out the object(high poly sculpt). A quick sculpt pass with the smooth brush, and it will be gone.Īll that said, this is expected from a low poly mesh. If that isn't your intention, maybe smooth the shape a little more. You wouldn't expect smooth shading to make a cube look good? Well, it's the same here:įurthermore, you have many quadrilaterals that have their diagonal vertices on a different plane, like this one:Īnd at the end of the day, you did shape your brow bone quite sharp, to begin with:

blender low poly head

Smoothing the normals will just help hide the edges themselves, but if your faces are at a square angle, it's still a far stretch that smooth shading can't hide. Without the appropriate mesh density, the result is that you are not describing a smooth curve, but instead sharp edges.

blender low poly head

To me this looks like normal behaviour, your current topology is at the end of the day a low poly representation of what should be curved surfaces. I did try Auto Smooth of up to 180 before I have tried your solution but unfortunately, it doesn't work in my case. So my question is what causes this weird low poly issue, is there any way I can fix this, or is subdivision the only solution? And why does it affect the baking of a normal map? How to bake the perfect normal map? I tried baking normal maps in Marmoset and 3ds Max, but the issue persists in Blender. It gets worse though when applying the baked normal map. Unfortunately, the weird shading issue still shows up in a specular view. Here is the Normal Map when baked in ZBrush The issue becomes more apparent when baking a Normal Map as shown here:

blender low poly head

The mesh looks fine when I check it with X View in 3ds Max. The problem persists when I view the model in 3ds Max.Īpplying a Subdivision modifier in Blender or a TurboSmooth modifier in 3ds Max does help mitigate the problem, but it's still visible to the naked eye. I tried to fix this with Shade Smooth, recalculating normals, etc, but to no avail. I have a slight shading issue as shown in the image below.















Blender low poly head