I've used mask generators before to make edgewear before but I'm struggling with my latest asset. It just doesn't seem consistent. i.e on the 3 cylinders on the right it's kind of working but then on the wheel on the left it's filling it out entirely. Some ideas;
- This is the first time I've used low poly as a high poly when using generators. Is that it?
- I've left most of the baking settings as default
- It's quite low poly, some cylinders are 4,6,8 sided etc. I can understand why those wouldn't work.
- I'm primarily working with MG Mask Builder and Curvature.
- I've baked every map apart from ID
Replies
The inconsistency suggests there's something weird about your UVs/Normals - check they're not flipped / overlapping within the 0-1 space . if they are, shift all the inverted UVs outside 0-1 and rebake.
it'd probably help if we could see the curvature map and the mask applied to the object.
a = no normal 'per vertex'
b = normal, 'per pixel'
Surely b is correct? When I see correct curvatures they have lighter tones towards edges,makes sense. So whilst method a fixes the glitches I don't get the white lines. Can't win.
I'd hazard a guess that method b looks wrong because your bake settings arent right. It'll be easier to diagnose from the normal map so post that up alongside next time.
WRT projection distances..
I usually start with 0.01 frontal and 0.5 rear (relative to bounding box) and tweak values from there.