Hi! What does the low poly mesh shading look like without normal map applied? Are the edges showing the issue shaded hard? Remember to split UVs at hard edges and use hard edges where it makes sense (steep angles). Here is the Normal Map wiki entry.
Hi guys, I am ashamed but I really need some help : in Maya, I can no longer select multiple egdes or vertices. I must have turned some region selection tool by mistake and now each time I select an edge all the object turn from yellow to red and I can region transform it. But there is no way to select multiple edges…
Hey! Thanks again! Your example helped me a lot, especially the metallic part on the edges. Additionally with a little edge wear made huge difference! What you think?
Hi everyone! This is the first time I've ever worked up the nerve to post something I've made here for some crits . Well first I'll let you guys know what I was going for with the design of this thing. I was told that it was supposed to be a combine tech weapon, supposed to be large ,have the heavy metal and organic/alive…
slipsius: use "Remove" to get rid of unwanted vertices / edges / edge loops - pressing "delete" will actually physically delete the geometry, which is usually not what you want. connect is the best way to add edge loops - if you want to put them into a ring just select one edge from the edge ring, then select the edge…
Hey man, great start on your model! First off I think your textures are too low res, they look really muddy up close. You still have a bunch of nasty seams running along the model, you can try painting them out; or place your seams in places where they would seem normal (i.e. black subdivision lines). And lastly your model…
Sorry, this is incorrect. This artifact is 100% preventable and predictable. Whether it was a 40 degree angle or 120 degree angle, having a hard edge on the low poly model without splitting the UVs is what causes the problem in Nate's image. You can get rid of the artifact by either removing the hard edges on the low poly…
Hi I got a question the other day about max. "how do i make a hard edge in Max" You got several choices really: - Smoothing groups - Detatch to element - Split What i found quite odd was that in Maya you would just have to select the edge and normals>Harden edge. Wouldn't that be great if it was like that in Max as well?…
Hey, I've been searching through some of these threads for a solution, and whilst i've found some variation of the issue i'm having trouble getting my head around the answers given. At the moment, I have a .mcr container script that look like this: /* Load .ms files */fileIn "fn01_backfaceToggle.ms"fileIn…
I made my reference normal map by baking down a beveled cube. Of course for UE4 you'll need to pick from the top side for the bottom normals and the bottom side for the top normals. It works 100% correctly with 90 degree angle hard edges only--otherwise you'll get a slightly wrong result if you use e.g. 70 degree hard…