The North Carolina studio is looking for an hard surface artist to join our team. Hit me up with any questions. https://jobs.funcom.com/jobs/81338-hard-surface-artist
Hello,I recently tried to bake this low poly mesh (it has some hardened edges) with an high polybut these black artifacts appear, I really don't know if this is normal or what could I do to make the normal map bake look better?Extra information:-The UV cuts are in the same place as the hard edgesthanks Where hard edges are…
just look at the lowpoly mesh without wireframe. the shading is just very strong. without more resolution and probably 16bit depth, the normalmap can only do so much. ideally you want as little shading as possible in your lowpoly. you can achieve this by using extra chamfers (costs more geo) or using hard edges on UV…
Trying to bake lightmaps in Blender, but Cycles gives me these weird hard edges in seemingly random locations: There are no hard edges there, and there are no uv seams in those places either. Any idea what could be causing this?
Cheers mate good luck for the future and a personal thank you contributing on that subd thread over the years, not only enabling myself but also alongside many others, getting some sort of handle on this hard surface caper B)
A non destructive boolean & modifier technique is certainly well proven for rapid iterative hard surface workflows so yeah what I'd personally recommend. To better illustrate my point, here's a walkthrough authored by Frank Polygon alongside an all quad Subdivision and Mixed topology method also moar good stuff can be…