-Hard/Soft edges have to do with rays and angles at which your normal map is being baked/projected, Summed up: 90 degree edge + harden edge + Split UVs = normal map has less gradients (better results for generating cavity map) and less visible seams. 90 degree edge + harden edge + Sewn UVs = normal map will have seams in…
Well ... to some extent you've pretty much answered your own question already : you get the output from Wrap, then attach it to whatever body you need it to be attached to (either by actually welding verts, or by just manipulating normals at the edges to make things visually seamless). Wrap3 doesn't "autoretopo" anything…
I once used a script that transferred the selected edges and maya to photoshop, creating a ready-made normal map with rounded edges. Has anyone seen anything like this? (I tried Quixel Suite/nDo, but they didn't give me what I needed...)
hey man, your doing great job here. the overall look at first stance is great, if u wanna get it better i would suggest same as other said here go softer on the edges, make sure its showing, maybe go x2 than what u got and another thing is the shape and proportions even on the smaller part, yea i know its small and…
Hi everyone,I am rendering a model for my portfolio in marmoset toolbag.But when I use normal map I find a promblem like this: You can see there is some hard edges in the chest. And then I put the same model and the same normal map into maya.The render result is like this: It seems every thing is all right. The low-res…
The topology looks fine, specifying your use for this model also helps... e.g. if it's meant to be animated your topology is in the right direction... but if it's supposed to be a statue etc or an environment asset you could re-topo for better details assuming you'll be sculpting into this later on? The only alterations…
Hi everyone,I am rendering a model for my portfolio in marmoset toolbag.But when I use normal map I find a promblem like this: You can see there is some hard edges in the chest. And then I put the same model and the same normal map into maya.The render result is like this: It seems every thing is all right. The low-res…
Hey thanks for the feedback, @Bomb_Bear This project took a while to render and this particular area put me off as well, I guess I was more focused on the lighting. I soon realised that I hadn't been utilising the hard/soft edge tool in Maya and I haven't had the time to rerender. @Dpowell94 I realised this as well and…
Ok, I am on my next model. I have a flat face subdivided, how can I get the vertices into a curve, so one side of the flat face becomes round? e.g.: in blender I would do that with proportional editing and then drag a vertice/ edge and the others would would follow, so a nice curve would be the result. Furthermore, I…
mmm, if anyone needs help next time with anything similar the 0.001 + method works dependent on the scale of the object, the select open "edges" option next to the edges icon works to close open edges and uses weld, i usually do open edges selection turn it to either edges or vertex holding control and you "weld" only what…