[ QUOTE ] From what Bromell and Snowfly are saying in Maya hold down the c key and middle mouse drag along any edge, this works with multiple componants on other edges or its own edge. [/ QUOTE ] Nope, still not the same. In maya you can constrain one vert to any respective edge with that C trick, or you can constrain…
-Hard/Soft edges have to do with rays and angles at which your normal map is being baked/projected, Summed up: 90 degree edge + harden edge + Split UVs = normal map has less gradients (better results for generating cavity map) and less visible seams. 90 degree edge + harden edge + Sewn UVs = normal map will have seams in…
Hi everybody! I've got the issue with triangles showing on the model after baking high poly to low poly. I try to bake the model in Substance Painter, and in the viewport everything seems to be ok, but in Iray the triangles are visible. I found a similar issue in this topic: Triangles showing on bake/normal map and tried…
The objective of this project is to seriously improve my photorealistic skills. As of now i've only touched the modeling and texturing part, meaning that all that comes with post-production is yet to be seen (but if you have any suggestion it would be greatly appreciated.) Needless to say the scene should ideally reach a…
Nice update! I'm a big proponent for using trim sheets... for trims. Not for large surfaces with tiled textures. So the cobblestone street for example is a worth using a tiled texture which is just stones alone. This gives you more variation and helps avoid repetitive patterns. Another trick to avoid repetitive patterns is…
@v13r1 Hi! Congrats on finishing the crate. Some aspects I think can be improved: - It looks to me like there are some hard edges breaking up the shading in some places (prominently along the wide beveled corners and the look mechanism). I'd keep in mind that while UVs need splitting along hard edges, edges at split UVs…