after lots of googling i cant find any way i asked some guy at my office though and they did something like that by modelling so guess i will have to model thank you musas and m4dcow
What's your target destination? UE4? If so, have you tried a synched-single smoothing group bake? If not, do your shell seams match your smoothing groups? Also, I agree with m4dcow about the UVs
shame that just a big studio interested in hiring you isn`t enough :( @m4dcow: yeah thats what became clear after reading up on it and it made me realize that i probably won`t be getting it . radiancef0rge: nope
Why not break the link and attach the window mesh instead? As m4dcow says you should create a kit. So you might have, say, 10 different types of wall sections. Also, what engine are you going to be using?
m4dcow yup, I need more practice. So, here is final piece of the monument. Next I will fix some details that I don't like and will start to make low poly and textures and build the scene to see how it is look like.
Earlier on in the thread Behrooz gives a pretty good explanation and video. Different from the one m4dcow posted. Here's the thread and the video: http://www.zbrushcentral.com/showpost.php?p=660353&postcount=142 [ame]http://www.youtube.com/watch?v=uLTRTTOgTAM[/ame]
Thanks for the input m4dcow, but wouldn't transfer maps require two meshes.....I guess I could just duplicate the mesh and bake the multiple shaders into the duplicated mesh if thats what you mean. Sorry I'm kinda new to this workflow
@m4dcow: I will be trying out your method. A question here: what is the purpose of flipping the second identical UV island? Is it for the normals to point the other way? Sorry for the simple question but I am also trying to get a good grasp on UVing identical objs.
A wild wip finally appear, now it's time to make all those props (and m4dcow I'm on the throne, I promise that he will not looks like a big door ^^ (well, at least I hope)). : And don't hesitate to let us know what you think :) !
Could it not be that the extremes are mapped to the absolute values and everything shade of color in between there has the transition span you mention m4dcow? I'd agree about calling this a bug though. Did you manage a good bake with transfer maps with the mesh that has these vertex normal errors?