Hey man, great start on your model! First off I think your textures are too low res, they look really muddy up close. You still have a bunch of nasty seams running along the model, you can try painting them out; or place your seams in places where they would seem normal (i.e. black subdivision lines). And lastly your model…
Sorry, this is incorrect. This artifact is 100% preventable and predictable. Whether it was a 40 degree angle or 120 degree angle, having a hard edge on the low poly model without splitting the UVs is what causes the problem in Nate's image. You can get rid of the artifact by either removing the hard edges on the low poly…
Hey everyone, I struggle to understand how to best approach UV-unwrapping/baking the normal maps for these rocks. I'm using Maya > Substance Painter > Unreal pipeline. There are visible seams in the normals in UE and I don't really get how I'm supposed to prevent them. All edges in the Maya meshes are soft using Soften…
Hi I got a question the other day about max. "how do i make a hard edge in Max" You got several choices really: - Smoothing groups - Detatch to element - Split What i found quite odd was that in Maya you would just have to select the edge and normals>Harden edge. Wouldn't that be great if it was like that in Max as well?…
Hey, I've been searching through some of these threads for a solution, and whilst i've found some variation of the issue i'm having trouble getting my head around the answers given. At the moment, I have a .mcr container script that look like this: /* Load .ms files */fileIn "fn01_backfaceToggle.ms"fileIn…
I made my reference normal map by baking down a beveled cube. Of course for UE4 you'll need to pick from the top side for the bottom normals and the bottom side for the top normals. It works 100% correctly with 90 degree angle hard edges only--otherwise you'll get a slightly wrong result if you use e.g. 70 degree hard…
Hi, your hard surface workflow is obsolete, now artists use the rounded edge shader (aka bevel shader) of Blender Cycles 2.79.1+ (free) or Modo, VRay, Houdini and Redshift because it works with every topology so you can use substract booleans modifiers everywhere and it works great with text too. The meshes gets rounded…
if you want to put in multiple edge loops use the insert edge loop tool. it works like max's swiftloop but in the options you can enter in multiple subdivisions (up to 10 i believe). though there is no way to pinch or slide them like in max. SOMETIMES if i place down 2 edge loops using that method and then switch to the…
I’ve been working on quad remeshing workflows for animation and game assets, specifically around edge flow consistency and deformation safety. Most automatic remeshers are fine for previews, but I kept running into problems on denser meshes where diagonals and uneven flow made rigging unpredictable. Below is a before/after…