Hi everyone. I’m getting strange shading artifacts after baking maps. When I move part of the model, the artifacts disappear, but when I move it back to its original position, they appear again. I tried marking sharp edges and adding supporting edge loops. I also tried fixing the normals in Photoshop, but that didn’t help.…
Hi. This issues has been with me for a while. I have problem when baking my hard surf. models. I've tried all methods and I still get Visable seams. This is using marmoset. I did the smoothing groups correct I think. I set hard edges. And I cut them. But I still get the seams when you're close to be visable. Is this a…
Hey there, This must be the millionth thread on this normal map business but I couldn't find anything related to my specific problem. I think I've done everything right, but still I get some black edges with my normal map. https://www.dropbox.com/s/gz6tj89eyrhgaox/BlackEdgeHelp.jpg On the left you can see the UVed model,…
It looks good overall, but I don't quite understand what kind of damage you are trying to portray in some places. Do you have a reference? Are the deeper holes rotten and painted over? It looks dented in with a blunt instrument, perhaps because it's an overlay and the underlying structure doesn't change. The roughness…
Maya has a tool called Slide Edge which allows you to select an edge loop or edge and slide it along a surface without changing the silhouette. Max has Constrain by edge/face/normal, which works the same for single edges, but doesn't really work if you have an edge loop on complex geometry, like an edge loop around the…
Hi polycomnunity, I have couple of questions but first I write what I know for better understanding problems. When we creating normal maps (in this case tangent space) for creating nice transitions in corners for illusion of beveled edge, we can have one or more smoothing groups , we can have one UV or have multiple UV…
Max resolves Ngons differently to Blender. Moving the vert works because it changes how the hidden edges are resolved. If you want to get rid of the problem, you have to manually add edges so that Max doesn't do any weird guesswork with the hidden edges.
@JordanDaushvili To add to what Eric has already mentioned, some other things to consider when deciding where to place UV seams are: hard edges, player viewing angle and existing seams / splits on the object. There's a great thread that covers hard edges and UV seams:…
Hi! I'm trying to find a way to blend meshes that share the same material. I found this method, but I'm trying to avoid it because it seems like too much extra work https://cdnb.artstation.com/p/assets/images/images/011/332/037/original/raul-aparicio-skirtsample-anim.gif?1529020963 Is there a way to do it like this?…
Well I think it's an interesting approach for sure - really quite equivalent to baking a round edge shader on a hard-edged Low. It would be interesting to see if an asset could be done fully that way (knowing that the Low would need to be dense enough to not have overly facetted cylinders). One worry is the triangulation…