That UV split/hard edge method doesn't always work well, especially in UE3... Ideally when you want a nice beveled edge to carry over from a high poly to low poly via tangent space normal map you want to add a little bit of a bevel on the low poly as well. Check out this thread:…
- you can harden edges by using Soften/Harden Edge in the edges marking menu - but if you use support loops like this, you might as well soften all edges - you'll get nice soft highlights on them instead - when doing textures, you need to leave padding/bleed around your UV borders, so you need to extend the wood texture by…
The silhouette of the weapon is fine. I assume what you're having trouble with is getting it to not look like it's flat or beveled like you have it now. You seem to be getting confused by the lighter green material that's near the edges of the blades. Notice that on the original model that all the edges come together to a…
When you stitch you only want to select one of the edges you want merged, not both. Which could be the problem when you select edges in perspective, it selects all of the shared edges. So if you'll need to deselect all but one edge before hitting stitch. You can stitch long sections together, but only select edges on one…
One thing that could help is hardening some of the edge normals. Right now it looks like you have all of your edges set to soft shading witch is wreaking havoc on your normals and specular highlights. Any angle > or = to 90 should have hardened edge normals or beveled edges. Also are you modeling within a strict tri-count?…
Hi, I'm learning to bake normal map for hard surface and very confused :( . I'm using Maya and my problem is when I soften hard edges, my normal will have perfect edges but shading errors on faces. When I harden edges I will get a nice shading but ugly edges except edges that have a UV seam. I only know two ways to solve…
You want to enhance the visual effect of edges by highlighting it with a lighter color. Usually objects get wear on these places the most aswell While highpoly modeling gives edges with round corners which reflect light by the form already, you still want to enhance the effect with your texture to avoid a fake look. If you…
Hey again Jordan, I was thinking a lot the same as tda however I have a problem with some of his green lines, I was about to do the redlining but then i scrolled down and saw he already handled that haha. The only green line I would get rid of would be the bottom one on the handle, i say bottom because assuming an axe was…
@Xoliul - thanks dude glad you like it i totally want that blunder buster too haha. textures on the way soon. @PredatorGSR - thanks for the tips dude ill puts around with some of the edges a bit more to experiment with the best solution and poly count. and thanks for the help with the beveled edges issue. @tehrobster2 -…
I have to say, 10/10 on your OP! It's very easy to help you because of how you laid all of this out. I can't help you with the maya stuff as I'm a Max guy myself, but: Hard edges and smoothing groups are pretty much the same thing, but each attack the situation from a different standpoint. Smoothing groups say which…