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…
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…
Triangulating your mesh before you bake is a good idea. Any edge that isn't visible, isn't set in stone and apps take those undefined edges and will interpret those any way they see fit. Most apps will stripe triangles from bottom left corner to upper right. Maya strictly enforces this and doesn't let you "go against the…
I would say this thing with the compression is just a part of the story. So when you are using face weighted normals on a hard surface mesh, you usually eliminate like the 90% of the unwanted gradients on the flat surfaces. This is happening, because the vertex normals are perpendicular to the edge, and they are not…
Last week I've mentioned about this special SubD modeling technique and promised to write a brief tutorial, so here it is. In a nutshell: Create a low-polygon model and set all the edges that you need to be sharp and crisp to be at 1.0 crease value. To be in greater control of the surface you can also assign weights to the…
Hey! Good start! Welcome to the world of organic topology. This is going to sound a bit harsh but I would suggest starting over at this point. This model has lots of weird topology and your edge loops are not going to deform properly. When the shoulders move for example there should be a flow of edges... almost like a…
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…
you need more edge cuts around the edges of your item. you can define how strong the edge or crease by adding a supporting loop and pushing it close to the edge. Everything looks kind of mushy like clay. http://cgcookie.com/blender/2013/06/21/tips-creating-sharp-edges-modeling/