Well, you've always been able to bake seamless object space maps, but you have to ensure the mesh is smoothed (because it projects along the vertex normals). My cage script will alter the vertex normals so that the normal at each vertex points towards the position it has in the morph map. Modo uses it's own tangent basis…
* i have a lot to digest, its very complicated. Since im focused on doing low poly right now, i should probably not use bevel i take it? That its smooth preview is not important? I ask because i have a curved shaped model with no normal map, that should look good when smoothed, taking it to the engine has it not smoothed…
Looks to me like you have some messy smoothing groups probably because of a boolean that caused some messy geometry. it looks like some of that geometry bends at extreme angles and its assigned to the same smoothing group without enough supporting geometry. It looks like you have polys facing back to back and they're in…
I made some less terrible placeholder hair for the female basemesh, more face ratio/proportion tweaks, smoothed out some areas. Probably pretty close to being able to start adding in finer detail like skin creases and wrinkles on the female mesh, male mesh still needs face work. Have a great week!
I always dub divide my base mesh into even squares, then chuck a turbo smooth modifier on it and tick smooth by smoothing groups, it will basically tessellate it without smoothing.
I'm happy to help! Yeah smoothing as in smoothing groups. From the screenshot it looks like the smoothing is set somewhat arbitrarily. If that is Modo try setting the smoothing angle to 179 and exporting the low again.
if you are smoothing, press shift, click on where you want to smooth and hold, then let go of shift and continue smoothing. Releasing shift activates a different smoothing algorithm that is better for this kind of topology.
The issue with this is, too little texture space to compensate for too much shading. Basically you have very strong low poly shading going on. The normalmap tries to compensate but there aren't enough pixels (or bit depth 16bit vs 8bit) to cover it. You have 2 options basically Upping the texture resolution and possibly…
Happy new year! The issue I encounter when importing and baking the boxes in Blender, is that the shading is stored as custom split normal data. If I were to remove the data, the underlying shading is hard (Auto Smooth 30°). During the bake the custom split normal data gets ignored, which is a nuisance. When searching for…
Hello. For a while now I've been noticing a bug with the tangent space in bakers occasionally switching to Marmoset's tangent space. I don't know why, as the default tangent space in my setting is always Mikktspace, every time I create a brand new baker, it's a coin flip whether it sets it to Marmoset or Mikktspace. Every…