Have you actually used booleans to cut shapes in that mesh? I'd suggest removing some connected edges and then turning them or reconnecting them in a more effective way, e.g. I could be totally wrong though, and there's a high chance it doesn't even have any effect; I'm a total newb to environment modeling. Which…
So I'm currently testing out Substance Painter, which seems to rely heavily on the curvature map for the generators for edge wear. My problem is that when i bake my curvature maps in xNormal I don't get those nice light borders around the edges that's later used for edge wear. I've tried different settings with little to…
Anyone know if this is possible to automate or do without a great deal of work in Maya or Xnormal?. I know that baking without an envelope respects hard-edges but you lose the ability to bake floating geometry. I tried selecting all hard-edges and using the "separate selected edges" bonus tool command but it is worthless…
hey all It might sound easy but I realy dont get how do I offset circuled edge on face in 3dmax I created box then I champher the edges (the 4 on the wide side of it) in a fillet way, now I want to select all the edges in the side of it and offset them on the surface and extrude it inside. any help will help, thx :P
Ok, thanks for the tips guys.. I searched 'smoothing break' and found this thread by EarthQuake: http://www.polycount.com/forum/showthread.php?t=107196 What I've gathered is, make the UV edges based on the hard edges, and use an 'averaged projection mesh' when baking, but apply the map to the hard-edge model.
Yeah, like people allreaddy have mentioned, most of your edges are to sharp to bake well. You can unfortunately see it on your bake already. On the edges that's hard the normal information isn't strong enough to compensate. I would consider going over every edge and loosing them up.
Yup, you will need to bevel the low poly as well. You will also need to soften those edges on the low poly to avoid normal map errors. Here's an example of what you can expect in UE3 with normal maps + beveled soft edges vs hard 90 degree angle edges.
Thank you for your reply! I am using fbx. I used [soften edge]. It looks smooth.
I have already used [soften edge] when developing UV. Should I use [soften edge] again before bringing all the objects into the marmoset toolbag?
Your edges are fairly sharp. You're going to want to read this to see WHY sharp hard edges are bad for your normal bakes. http://polycount.com/discussion/107196/youre-making-me-hard-making-sense-of-hard-edges-uvs-normal-maps-and-vertex-counts/p1
The gradations in the normal map are the problem. You will see pixel artifacts and some warping in the specular. An additional fix to split UV and hard edges, is to add support edges much like you would with support lopps in SubD modeling to the problem areas. The the extra edges will reduce the length of the gradations.