Finally, what a complicated software, both in Blender and Maya I have a button if I want it all to be hard/flat and another button to set it all to smooth/soft, I've been rendering thing at my job for 8 months now and didn't have a clue about how to set things flat or smooth, thank you, all the other videos on youtube took 30 minutes and didn't just show that
i always wonder about smoothing groups, because when i bake in substance if i don't make a single smoothing group for my whole piece i'm getting artifact where their is a seam but i hear a lot that its wrong so i don't really understand...
An easy rule to keep in mind: If you bake from high to low poly start with 1 smoothing group (so that everything looks very smooth) then if you have faces that show normal problems make those a different smoothing group. If you have large assets or do not have to make from high to low poly then use smoothing groups along with weighted normals
@@FastTrackTutorials thanks for the tips and the artifact appear when i'm separating into different smoothing groups before baking so i kept doing it into only one
Finally, what a complicated software, both in Blender and Maya I have a button if I want it all to be hard/flat and another button to set it all to smooth/soft, I've been rendering thing at my job for 8 months now and didn't have a clue about how to set things flat or smooth, thank you, all the other videos on youtube took 30 minutes and didn't just show that
That is why I like to call this series QuickBit 😉
i always wonder about smoothing groups, because when i bake in substance if i don't make a single smoothing group for my whole piece i'm getting artifact where their is a seam but i hear a lot that its wrong so i don't really understand...
An easy rule to keep in mind:
If you bake from high to low poly start with 1 smoothing group (so that everything looks very smooth) then if you have faces that show normal problems make those a different smoothing group.
If you have large assets or do not have to make from high to low poly then use smoothing groups along with weighted normals
@@FastTrackTutorials thanks for the tips and the artifact appear when i'm separating into different smoothing groups before baking so i kept doing it into only one
Tysm so useful
Muchas gracias, excelente