Try something like this: Feeding the bevel node low-res shapes can have rough results. You can feed it bigger shapes, or upscale your small shape before beveling. Then return to normal res afterwards. I used a levels node to change the output size. You can use any cheap node that doesn't alter your shape. Looking at the…
I find that when I'm making larger assets that require masks for things like edge wear etc., if the asset is big the masks tend to be low res depending on the size. Is there a way to get better resolution masks? What is the workflow for texturing big meshes that require tiling textures, some edge wear or other masks like…
garrialo, the big problem is that you're editing the mesh normals, which will cause smoothing errors in a lot of cases. You don't see it on your example here because the top faces are totally flat and split on their own smoothing group/with hard edges around. If that wasnt the case (often with more complex models) you'll…
Sorry. Thanks for trying to help. I appreciate the help, Eric. I am asking is it possible to select faces like that thread in the viewport when u using the Unwrap uv mod, not in the UVW Unwrap's Edit UVs window. 1. Editable Poly model with a collapsed stack. 2. Exit sub-object mode. 3. Add a.UVW Unwrap modifier. 4.Select…
There are some wasy to make it easier to select edges. Select Sharp Edges, it will select them by angle. You can select groups of face then go to Select > Select Loops > Select Boundary Loops You can also hold Ctrl when selecting edges and it will select edges in between. ''i do get a bit of weird pinching on some…
anyone wanting to test on their own, you can get the test meshes here: https://drive.google.com/open?id=1gl0c9jmagxVL6BXsQBxDmG-Q6a-E3K_j here is the Painter forum post: https://forum.substance3d.com/index.php/topic,30395.0.html *edit @ Joe - i already tested that and no luck. it just gives different shading errors. as…
Painter itself can handle smoothing information just fine. The problem is in the baking because for every hard edge/smoothing group you need to have a separate UV shell. Otherwise you get the baking errors which is apparently what's happening on your mesh. More info is in the wiki. Farfarer was indeed referring to the…
Be VERY loose with your support edges to ensure that highlights are getting picked up on your extrudes. Like Mr. Mask Salesman said, when you bake a flat extrude it won't show up in the normal map. Instead give edges more of a bevel then an extrude with a slight angle (5-15 degrees) to their sides. As you work I highly…
So basically I have my low poly mesh over the high poly mesh? Which is pretty much what I've done, so in that case should I click the checkbox that says 'Use Cage' in xNormal? Or is there any other additional things I gotta do? Also with any hard edges on the model I've split them in the UV, or should I split all the UV's…
Looking good, man. I just one comment on your high poly chest piece - the new version is extremely clean and detailed BUT not all of that detail will be visible. In an actual game I think some of your fine lines would disappear or otherwise get wrecked by compression. Another tip is - make your edges softer than you think…