Hey guys, I am doing some unwrapping in Blender. But this is more of a topology question. I selected some edges on my mesh. They are disconnected from the face on the side from the UV map. Whenever I try to move them, the edges from the other face move. Now I think that is because they are connected, I believe I need to…
Hello everybody, I am self-taught and trying my best to learn how to make game assets. I am trying to make a revolver game-ready asset, but I am facing some difficulties when baking the normals. The problems with the baking can be seen here: As you can see I have these edge lines showing, and some black and not defined…
@Noth: Marmoset Toolbag does not have an official Linux version, but it can run on Linux using compatibility layers like Wine or Proton (via Steam). * Official Support: Marmoset Toolbag is officially availabe only for Windows and macOS. The developer has stated there are no current plans for a native Linux release. *…
From my experience it's same in every ray-tracer I tried. And always been that way. Mostly coming from sky/environment light . Guess it's why they do small quads with displacement + actual bevels instead of hard edges outside of gamedev. Hard edges is a gamey thing. Actually I have seen a subtle hard edge reveling with…
It should, but you've got hard edges where you don't need any. As for the shitty bake, I'm pretty sure it's because your cage is wrong - did you give it some global extrusion by editing the cage in xN's viewport? You should have use cage ticked and Use Exported Normals selected on the lowpoly in xN. I think you're not…
Shep, try dropbox. Its what i generally use, even tho i pay for hosting =D As far as your problem, i would add a couple more loops to define the curve around the hard edge, just to give it better structure(round them out too of course, not straight like i have them here) and then Gradually taper those edges out to more of…
These are a help to me I noticed people don't always use the exact same edge-loop methods except the particular edge-loops that circle the mouth and nose. A lot of modeller bring an edge loop from the bottom of the eye to the upper lip and then create the "smile wrinkle" with edge-loops circling from the nose down around…
Xyphirium: The Twintail ChroniclesProject DescriptionXyphirium: The Twintail Chronicles is a 2D fantasy action RPG / sidescroller being developed in Godot. It is a smaller-scoped standalone title, set within the same universe as a larger long-term project (Xyphirium: The Shattered Age).The goal of this project is to remain…
I have read everything on this site about normal maps, I have been baking normal maps for years and now I am having issues, I hope you guys can help me out. Here are some of the rules I live by: *Always have UV split where there is a hard edge**Its okay to have a UV split where there is a soft edge**Only have hard edges on…
i think the more important thing isn't so much "softer" edges but "wider" edges. if you look at the 3 point models for brink you'll see that while the edges are very thick and beefy you'll also see that the shapes still read as being tough, mechanical objects. it's a really common misconception that softer edges must =…