Hey guys, i really hope i don't bother you with my stupid question. But i am currently out of ideas. Please have a look here and maybe this is totally simple for you - i would be glad if you can help me out. Why do i get those artefacts? Is it based on the texture size or simply not well uv'ed ? Thanks a lot for help and i…
well i am used to creating a huge/infinite bleed around uv's just because it look nice, for presentation purposes but when baking 4k texture for example you can only have maximum of 64 pixels. any way around this? you can do it in substance painter but I don't like that airy fairy look it produces
You can try breaking off the UV shells where those annoying seams occur in the Normals. I know it sounds weird but the normals work better around 90degree edges when the UV shells are broken and have a little bit of padding. Hope this helps some. -Stockwell
Here's a gif to explain it all. I saw the texture snapping at first, so I triangulated it and saw what was happening. Any ideas?Is this going to be a problem if I export it as an fbx for unity?
So, I realize what this looks like... threw it together quickly so bear with me. The left sphere has had a proboolean operation applied to it. The right sphere is the same sphere just before the proboolean. I cannot for the life of me get the left sphere to adopt that smooth look again, Smoothing groups, UV's Normals,…