I've been following this thread since the beginning, but haven't been able to keep up with each page, so I apologize if this was answered, but How would this apply to someone that currently only works in Maya, xNormal, and UDK? Some of the information was losing me, just because of the translation from Max to Maya. I don't…
I don't ever do planar mapping, I use Modo's unwrap tool, which you select your seam edges and then it does the pelt/relax/whatever type unwrap for you, with various options. I think most 3d apps have tools that work basically the same these days. Sometimes I will select more seams than I otherwise want in this step, and…
Hey there guys i already learnt a lot of this thread, but im still struggeling with my normal maps... So i cant really show of anything here, because it just doesnt look good enough. Really annoying, but i havent found a way out. So i modeled this lamp and created a highPoly around it. Then i scaled the lowPoly so its just…
I suspect the averaged projection mesh is actually way less commonly used than i thought it was. If you couldnt visualise and easilly manipulate a cage i could totally see it being pretty unintuitive. I guess theres also a lot of cases where people dont get how normals work, particularly averaged vs split ones. I've…
Sorry, yes everything is very factually correct and well written (and should be pinned imo)! It's a great document to explain to people having trouble with their normal bakes. Basically down to, yes if you have time to do hard edges baking and setup, go for it! not all models require this though, and sometimes its…
If the tangent basis is synced between the baker and renderer, and you don't push it too far, it's totally fine to not split every last edge. Practicing, you'll get a feel for how much you can do with synced tangents and where you can push harder. The problems you can run into when pushing it too far: - Imprecision due to…
Ok, so first things first. This is a test mesh I created to show off 3Point Shader quality mode. What that means is this mesh was created specifically for a synced normals workflow and to show off the benefits of that workflow, there isn't an excessive amount of uv seams, in fact there are less than I normally would use…
i just wanted to pop in and make a comment or two since i worked on hawken briefly. my beef if any, is with with epic/docs. Earthquake, you're my favorite poster and the god damned dr.House of polycount. i share your frustration of people not doing the tests or digging into it to see before fully committing to a…
do you think exploded AO bakes are more accurate/realistic given the fact that they are exploded and not in the actual occluding state they should be in final model ? i know you can do a separate contact AO passes and combine them, but is it same quality ? as for having a bake process that requires no cleanup, its a great…
so it all boils down to compression(like polygoo mentioned) being one of the main problems ? seriously, think about. you will never see such compression errors up close because the chance of such low mip levels showing up in game is rare and only for low LODs. not to mention with diffuse map and other maps added these talk…