Splitting normals before baking is a good process. We have a bit about why this is important: http://wiki.polycount.com/wiki/Normal_Map_Modeling#Smoothing_Groups_.26_Hard_Edges Also some great examples here, along with info on why those extreme gradients are best to avoid…
Welcome to Polycount! This is a sweet design, it's nice to see non-conventional mechanical designs like this. The biggest thing for me is how difficult it is to get a "read" on the shapes. I think this happens because the materials are all very similar across the whole asset, so it's difficult for the eye to parse what the…
i was just thinking that why bother to export a cage to xnormal. Can't you just add a push modifier to the low poly in max - export - bake then remove the push in max? i guess that some people might edit the cage further, but you could add an edit poly on top to further refine. maybe I missed something important:/
I've never had this issue before, but I've recently started using shift extrude on edges and faces. Why has this happened? Is there an easy way to fix this? All done in 3ds max btw
Well, Idk if I misheard or anything... but I am pretty sure there will be no NFL this year unless there is a miracle. Why is EA making Madden 12 still? IMO they should take this year to seriously improve it and release a Madden 13...?
mmm, well I've had lights breaking when trying to use the mats customize utility to setup a scene once or twice, if that could never happen that would be great, it used to also get "lost" behind that preview sphere (you could click) to put the light behind the object, which kind sucked the 1st few times. Forget why i had…
it seems that people love this thread !! http://boards.polycount.net/showthread.php?t=64576 why ? am i funny ? if i'm so , i don't mean it ... :) hello anubis ... :)
I'd highly recommend that you read those linked resources I had posted then likewise test iterations of your particular object, therefore putting into practice the 'How and Why' behind the fundamental reasoning described by @FrankPolygon Now for the highlighted areas above, they're intersecting control or support loops and…