Yup, Marmoset has a tool where you can paint where you fix projections, and people have in Substance setup workflows to blend between 2 projections https://www.youtube.com/watch?v=cVPJwMivw5I https://www.youtube.com/watch?v=sGC2X6Qazvs
nevermind the first part. I just created a copy and subdivided it in simple mode, creased all the hard edges and baked it out as a LP and then i replaced subdivided model with regular one. The waves are gone. but im still wondering if its possible to combine 2 normal maps and picking the best parts out of them and…
Here are my UVs: Crazy idea. What if i bake 2 normal maps. One with traditional marmoset workflow and keep it as is. The second one would be bevel shader in blender. And then ill have to somehow replace problem areas from marmoset bake and replace it with good bevels from bevel shader. The problem is i dont know how to…
Hi there, I'm trying to get to terms with normal baking and I get the feeling there's something fundamental I haven't figured out in regards to smoothing. The cube has six UV islands and six smoothing groups yet there's still a visible seam. The second mesh is 2 UV islands and 2 smoothing groups. Where the smoothing groups…
Problem #1, they don't offer a link to download the CryTB.dll file. Problem #2, it doesn't actually ship in the tool directory of any of the SDKs as they say it does, where am I supposed to get this verion? Problem #3, its not compatible with the latest version of xNormal, that would be OK if they would actually say which…
Even with a cage I can't seem to get it better than this. It's just a low poly cube surrounded by a high poly smoothed cube surrounded by the cage/scaled up low poly. There's got to be something I'm missing ... Been trying for 2 hours now and my results only seem to be getting worse.
Great article/read EQ...I was wondering if you could clear up a few things for me??? 1)I think I might have the terminology wrong...are UV splits and UV borders the same thing? 2)Are edges considered hard because its on a 90 degree bend or because the edge is between 2 separate smoothing groups? 3)Is this what you were…
Sorry I meant different then what I typed. I use an 8 px "gutter" for a 2048^2 and go down from there the smaller the texture sizes. I haven't researched recently if this is correct, but I read somewhere at some point that this was correct or at least I thought...ha! [edit]Looks like I may have read on the PC wiki:…
When a mesh is actually rendered on the GPU, any UV seam has to been split into 2 separate edges, that's why the seam happens. UDK technically could keep the original vertex normals, but it doesn't, it just reads the mesh and splits it. I think TexTools for 3ds Max has a button for that, http://www.renderhjs.net/textools/…
(Picture 1 is keeping edge loops intact before export.) (Picture 2 is removing vertices that aren't supporting the mesh's silhouette.) I understand that doing this on a mesh with just one smoothing group would be a disaster, but what about on non-smoothed faces. It doesn't affect the shading, so is there another negative…