Basically, try to avoid anything that makes the silhouette drastically change between two neighbouring LODs. Deleting edges on UV border is bad news too. Tangent space normal maps can be surprisingly robust at a distance, but still try to avoid introducing really big changes in vertex normal direction. As you get to the…
A little paintover. - Make more objects separate, specifically the sights - Kill the edges I x'd - Make the barrels WAY less round, you can probably do 6 sides, 8 is okay tho - the < shape I drew pointing to the bumps, merge the middle edges so its just 1 - Not shown, remove the edge that's just going straight down the…
Blender Market | Gumroad Magnolia for Blender is a set of growing tools targeted to optimizing and improving your Blender workflow. Easily create edge bevels and bake them into normal maps with the Beveler function ~ Align selected edges to world axes ~ Detect mesh issues including non-manifold geometry with the Mesh…
Definitely solid props. There are a couple areas that stood out to me. Cricket Bat: - You have shading issues showing on one side and also in your normal map. This will show up in some engines. To fix that you should make the edges around the sides hardened normals. To get the normal map to work correctly, you then need to…
Is the edge open or is it in the middle of the geometry. You can only extrude open edges. Well... technically you can extrude a closed edge in "edit Mesh" but it orphans the newly extruded part when the mesh is converted to edit poly. In general extruding non-open edges is a mess...
Sounds like you did everything right I'm surprised it has that hard edge hm. You could try an opposite approach instead of having the edges hard with uv seams, weld your problem edge and make it a soft edge then rebake.
Hey everyone, been trying to keep up with my portfolio lately, and just recently found myself in the 'looking for employment' category, so its giving me some much needed time to spruce up my site. So while I have another Cryengine scene in WIP, do not fret, I have no forgotten about it. My plan is to try some DDO…
Hi guys, I have some problems when baking my normal map for my rather simple mesh. I'm pretty new to baking maps I have to say and I did a lot of investigation when these problems came up. All the things I already did: 1. Hardened or softened edges where I want the model to have an hard or soft edge 2. Tried to make sure…
@AlexCatMasterSupreme - Thanks for the feedback. I am always willing to improve my texturing. I find creating metal is the hardest part. Sometimes is comes off as realistic (for example: the gas pump nozzle, shield on the front of gas tank, and gas filter on the side of gas tank) or sometime is turns out concretely. I do…
You don't split your UVs at hard edges, you (optionally, where it makes the lowpoly look more like the highpoly) make hard edges where there are UV splits. If you put a hard edge anywhere but a UV split, you'll get a rendering artifact along that edge.