Your problem is on modelling side. I see same huge shading gradients on your mesh too. And while normal map can theoretically counter-measure them in a perfectly "synced" workflow you would never get it looking perfectly right in actual game anyway . 8 bit normal map with compression just doesn't have enough precision for…
Blender for example has an additional option for symmetrical edit: Toplogy Mirror.. so even if not absolutly symmetrical the edits are mirrored.. IDK Maya good enough to tell when it uses this..
I agree, looking good technically. Would look into the paint application generally. What is the purpose and how was it applied (after construction)? Potential use cases: - wayfinding and marking of zones - Decorative (probably not in an industrial environment) - protective coating - ... For wayfinding I would try to keep…
Example, exported from zbrush to max from max to blender back to max from max to substance painter? What is the size limit of an fbx file for substance painter This is a multi-conditional question/concern, which is why its not under sub threads. Have they updated the importing of the .fbx format in blender cause there is…