I modeled an eye lid in 3ds Max with the goal of creating a VDM out of it. Everything in relatively even quads and overall decent edge flow. I unwrapped the model and created a copy of it for my low resolution mesh (it is my understanding that VDM will only work on two meshes with identical UVs). The low resolution mesh I have flattened on the Z axis, otherwise no detail is casted or preserved. However, every time I bake out a VDM the UV edges show up in hard (not smoothed) detail. No matter what settings I tick in the baking output (Smooth Target Models, Smooth Target UVs, Use Creases & Hard Edges, Smooth Source Models either on or off) the result is always the same...
I have tried redoing the UVs over and over, it isn't that they're overlapping or incorrect.
I have tried messing with smoothing groups, etc.
I have tried a multitude of different settings.
No results.
Using Mudbox 2015.
The alternative is to just sculpt an eyelid on a plane by hand, but the whole point is I want an accurate perfectly round eyelid from Max and used as a VDM.
Third image I attached shows my problem...
Is there any alternative to making VDM's?
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