What does the low poly look like without the normal map applied? Usually, this sort of artifact is caused by having hard edges on the low poly mesh but not splitting the UVs up at the hard edge borders. So the solution would be to make sure the edges on the low poly are soft, or to separate the UV islands along these…
From my experience it's same in every ray-tracer I tried. And always been that way. Mostly coming from sky/environment light . Guess it's why they do small quads with displacement + actual bevels instead of hard edges outside of gamedev. Hard edges is a gamey thing. Actually I have seen a subtle hard edge reveling with…
So for the past few days I've been doing some experiments with Maya and seeing the best approach to Normal maps and how they exactly work. I've read: * You're making me hard. Making sense of hard edges, uvs, normal maps and vertex counts * Understanding averaged normals and ray projection/Who put waviness in my normal map?…
Unwrapping in Blender goes as follow. Switch to edit mesh node (Tab) > go to edge selection mode (2) to select edge loops alt+ click or click start edge and then Cntrl+click an end edge or just (shift+click) edges one by one. > use ctrl+E to open edge menu and "mark seams" those selected edges. Or you can just select UV…
Hi! I recommend sharing the references you're using too, so people look at the same source as you. If this is for a game project, I recommend getting this into engine early and frequently checking there while working, using the game camera. Overall it might be worth blocking a play-space out first, then making it pretty.…
Fuse just listed pretty much what I am missing when it comes to modelling. The things I can't model quickly without are universal "Connect" (plus connect-2 and connect-3 to quickly insert 2/3 edges into a selection), universal Collapse, and a toggleable system of working in highpoly (High Quality Preview in Maya is…
Hey, what I meant by wire-frame was literally just some screenshots of the window your working in with edges turned on - not necessarily a render. This render is a little clearer though so one thing I'd point out for now is the ends of the barrel and ejection rod or whatever its called look like the smoothing is going a…
A few points to understand : • Some baking environments split the projected rays according to the hard edges of the lowpoly model. This can be useful in some cases, but probably not what you need here. Test this out with a very simple model to be 100% certain of what Painter does when baking. • "The low-poly model has…
Since you can't make the file available, I recreated it, with the cut tool and had zero problems. Max does have a feature where it creates one visible edge that will get redrawn, it happens when cutting ngons with complex hidden edges, it also happens during other operations like booleans. That one edge helps determine how…
Hello, You're not describing your problem clearly, as "messed up" doesn't mean anything especially when talking about a texture which is just a mathematical representation of surface information. At the very least you could show the high that the low+bake is supposed to represent. So, even though I have no idea what the…