I am using Maya. I have hard edges on the borders of UV shells (regular lines - hard, dotted lines - soft). That's actually it! I can't believe that solution was so simple all along! After triangulating it in Maya before exporting, everything looks correct. In the past I was always triangulating my meshes. But it was a…
Hi! Can you elaborate/show what problem you're having exactly? Seems you didn't include an image of the lit mesh with normal map applied. Frequently people are wondering about the normal maps different colors that show up along seams, however it's to be expected with a tangent space normal map. What matters is that the lit…
All the buildings look like they start and the ground stops, with a hard, hard edge. This is jarring. Nearly every wall in the world will blend slighty with dirt, and most buildin will actually have a border at the bottom, with a damp proof course in it. 1 wall, 3 obvious layers of stone Notice the discolouration at the…
Small questions, when I uploaded I didn't choose a marketing PSD, is this supposed to be a different image from that square one? Like an "action pose" that they could use on the front page banner? Also I read that it needs to have no edge treatment, on my item pic I have a frosty vignette, is that ok for the small pic? or…
Well at least national politics cannot exist by law in space. I believe it was in the 60's a treaty was signed by the majority of countries that no one can set up borders of their own country on another planet. This is why America was never able to claim parts of the moon where they landed. Indeed when it comes to space…
There seems to be some odd pinching near the hood/headlight border. The hood also has an odd seam near the middle, leading to the front corners of the hood. The taillights are a bit plain, especially when compared with the detail in the headlights. In a '55, they should appear something like this: The front wheel well is…
I meant real time shaders, there was a know problem with max 7 and i dont know if it carried on to 9. but anyway, i generated the normal map from scratch again but this time i straightened the uv borders of the patch, and in scanline renderer it works great. Then i import in roboblitz and i can see the patch seam again.…
disregard my last post :) I removed the top tier of faces from the base, creating a border around the cylinder of the base up to and around the edges of the steps, and then just used the cap tool, and welded all verts with 0.5 threshold. Seems to have cleaned it up and everything looks fine, other than the n-gon that's…
the stone floor image above is not a displacement map... there is no hight changing in the geo... as you can see at the border of the plane... thats a parallax map... http://en.wikipedia.org/wiki/Parallax_mapping displacement maps are pushing verticies along there normal...…
I used the script EarthQuake recommended in the hard edges post to add hard edges along the uv borders and any sharp angles. so I think they should be okay? I also followed the Polycount wiki workflow for normals, Uv mapped the first half then mirrored the geo and moved the mirrored Uv's out of the 0,1 uv space. I used a…