If you're talking about that little pinch you have going up the side of your candle holder, it's because you have that extra edge loop that's throwing off the even distribution of edge loops around your main cylinder piece. When you are working in smooth preview (3 key), rounded objects are very sensitive to how the edges…
Yeah unless all you have is a flat plane almost every static mesh will need a separate set of UVs just for lightmaps. The general rules for lightmaps in UDK are: 1. Make sure there are no overlapping UVs. 2. Make sure there is 2 pixels of padding around each UV shell (4 pixels total between two different shells) to prevent…
Looking at some images of old forklifts, a few things stand out to me. 1) I think the edge wear is too prolific. You have it covering most edges very uniformly. Some areas have more wear than others, but the contrast here is kind of weak. Some areas, like the back, would have quite a bit of edge wear from bumping and…
Short answer is that you did some edge loops or something after doing the skin bind. Long answer because I'm procrastinating bigtime! So when you do certain actions/modifiers on a model, like bevel or add an edge loop for example, a history node is created that stores what was affected and the parameters of that operation.…
actually blender's fbx exporter can tag edges as hard or smooth - you don't need an edgesplit modifier even, simply set edges as sharp in blender and set smoothing to 'edge' in the export options. should be wort a shot, don't know for sure if unity reads that info though. (if I am reading the context of this conversation…
It looks like you got too agressive with your edge loop reduction, those seams tend to come through when you remove edge loops ona beveled edge. Look at the last post in this thread for an example: http://polycount.com/discussion/200700/substance-painter-baking-problems-seams-seams-everywhere#latest
Just baked it in Xnormal with a cage and no difference. I'm at a loss as to why it is doing this. On the other hand I set Edge Padding to 4. Which made a significant difference although not perfect, next I will bake it in an exploded form which should solve most of the problems but the edges will probably still be weird…
Also, try manually straightening the uv island edges, may be the resolution and maya sometimes shows the straight edges jaggy (i guess its because of aliasing and approximating when zoomed out ) but in the uv layout on the right the edges of UV island dont look straight, try fixing them and see if it makes any difference.
Ahh and dont use automatic hard edges. Good normal map bakes require hard edges at UV seams. So you will need to place them by hand or use a script. I guess there are some scripts for max that will create hard edges by uv islands but I haven´t been using max for 2 years.
Work in vertex subobject. Select the vertex you want. Set the Edge distance to a number. Increase the falloff until it stops. Increase the Edge distance to a higher number. Now the falloff can be increased further. So you can limit the falloff with edge distance. Also try flipping on and off affect backfacing in soft…