It needs to be tried in court before you can really answer that question. Strangely enough I can only recall game companies suing people who redistribute modified assets (Tecmo's war on nude patches comes to mind).
My understanding is that by choosing all edges and choosing "mark sharp" together with the edge split modifier would result in 6 different smoothing groups, am I wrong? Here is the normal map I used (baked from blender).
Thx for feedback, I know about masking but ı didnt understand what crooked means because ı didnt do that area from zbrush i did it in blender and used boolean modifier to make the shape so it is smooth.
Heeeeeey Dario, Have you tried 1. to see if the Padding is enough? 2. if the UV island are rotated the same way? 3. If the edges are acctually connected (open up your Unwrapp modifier and check that it's not green) See you tomorrow!
the orientation is just a modified cube in 0,0,0... isn't isometric a 30º for each side? why should I put the -35 and 45 in those axis? just trying to understand the formula so I can do the same for the other perspectives
Thanks FatAssasin for the advice. I did a couple of experiments and will definitely use the shell modifier. Like FatAssasin I was wondering if Zergxes could provide more info or if someone has other info on resolving seams. Thanks again to everyone.
Try going to run and typing: sfc /scannow sfc stands for System File Checker, if it finds corrupt or modified system files it will attempt to replace them with the original file so you will need your Windows XP disc on hand.
Right-click on the lowpoly object and go to Object Properties, look for the checkboxes in there for "cast shadows" (and possibly "receive shadows" as well, not sure), try turning those off on the lowpoly only (yes, the one with Projection modifier on it - Mental Ray is weird).
Focus on keeping things in quads and grid-like. Use a smoothing modifier/whatever maya calls them on top s oyou can see what it looks like. The current mesh you have isn't good for subdivision at all.