So I'm making a thread for my problems.
So first of all , now I'm Working on a rock wall (the tutorial was here in forums).
I got a question if the normal map is looking good enough(or not bugged). I'm concerned somehow about those Sharp edged squares on the bottom plane. I made the normal map in xNormal, by high poly and low poly model.
Normal map:
The model and UV map. The map is not cutoff at bottom as it is in the image:
Replies
The dark spot with very much polys look weird. (Maybe that's one of the reasons ?)
Are there any good tutorials how to fix the overlaps ?
EDIT: I found a tutorial , but when i select the verticies where the overlap is and relax , it doesn't fix it
Try and also Backface Cull the model, and see if there are any nasty polygons maybe stuck there on the mesh.
BTW, is that a clean mesh? I'm noticing alot of n-gons on your mesh, if you took your high poly and simply decimated it, then that could be part of the problem.
Imagine uving is like trying to unpeel an orange in as few pieces as possible and flattening the peel. You have vertexes in you UV that are not flattened properly. the best way to fix it is using relax tools, or by selecting one of the red vertexes, and moving it while looking at the checkered model in the viewport.
That XForm process, how exactly should it be done? (I'm kinda new to 3ds max, i have experience in 3D modeling , but there are some things I don't know 100%).
I tried to apply Xform, then edit poly and collapsed the polygons, it just turned as a mess.
Ok i think this will be the problem. I just discovered that the whole mesh is almost all ngons