I tried it in Marmoset toolbag with ray tracing on a year or two ago and it was same as in Arnold for hard/split edges. But might did something wrong. Its a bit foggy now . Curious to learn if it works now? As of world space to tangent space normal map convertion you don't need handplane, you can do it in SDesigner baker…
There is a lot of missing info. I suspect you either mean the diffusion at the border padding or more likely gradients in the normal that are correcting the surface normals of the baked cube to match whatever the mystery object you are baking from. Both are expected behaviors, the first is because you set diffusion on in…
It depends on the surface I'm working on really. Sometimes I use a cylinder and invert it then build around it. Other times I use a cylinder, if I need a visibly perfect circle, as the shape of reference and add edge loops to the base mesh; alining it with the edges of the cylinders. I tend to use the latter on angled…
It looks like you have put smoothing splits at all UV islands, and you have a seam on the flat part of your model. Only put smoothing splits at 90 degree angles or more. remove any splits on flat surfaces but you can leave the UV seams there. Whenever you add a smoothing split you MUST have a UV seam there, but you can put…
What you'll need to do is conform the new extruded topology to match the other ridges to the right. Assuming your gun is lined up to the X or Z axis, using some basic snapping tools should solve this pretty easily. That whole front surface (outlined in green in the image below) appears to be one uninterrupted surface so it…
Yeah, i think you would have been better off using max or maya for the hard surface elements. But as it stands, even the more organic elements are a bit lumpier than they should be. Try some different brushes. Like scrape and wax in mudbox, with a fairly flat falloff, or planar flatten and polish and things like that in…
Why not learn both? They're not mutually exclusive. It seems you like hard surface modeling, in which case subdivision surface modeling is your best bet, at least for the bulk of your work. A sculpting app can be used on top to add organic touches like dents, bent bits, etc. But some people love using a sculpting app for…
and to go back to your question, on how to create a rock face like you shown in the reference, adam. you see this rock has 2 surface structures. one very flat surface, and one jaggy type with elongated features. so i'd create one tileable. in the middle jagged normals, that flaten out at the sides. then create meshchunks…
failed to mention that the model looks great, especially the detail on the underside. looks nice in engine. what i meant by density was just that i think the surface could use a finer surface, in the form of slight noise in addition to what you have so far. but definitely more color variation would look cool: To Sean: I…
You don't need a special plugin for Maya. Maya 7 has a very nice normal mapping tool called "surface sampler", which can be found in the modify menu. If you have an earlier version of Maya, the tool was called "transfer surface info" ( I think), and had to be activated in your plugin manager as it's not switched on by…