Really Appreciate the answer. And EQ thanks for this thread, noobs like me tend to learn by reading and doing. And this is one thread is for the one who wants a good read but also if one wants to try. well, hopefully when i get home i have time to finish Monthly noob challenge 2 in time. the only thing holding me back atm…
hi can i get some help here plz? after 2 days of trying i got better result but still not perfect, i have giving to undersatnd that to keep may hard edges i need to split the uvs where they meet,so thats what i did and definitely i got better result but still have some artifact whith fine details, as you can notice the…
Pretty much all of this. Your uvs need to be straightened, otherwise you need a lot more texture resolution to represent the same information. You only need 1 row of pixels to represent a straight line, however, you need 2-3 to represent an angled line. Pixels are square, make sure your right angles are square in your uv…
I remember having issues with Crysis 2's tangent basis, although perhaps the latest CE3 SDK is synced with the qualified Max normals, thanks for the info Racer445. Either way, if the xNormal plugin works with the latest version, I think i'll have to try that out. I've been avoiding xNormal, perhaps it's time to start using…
I am still getting seams with caged baking exported from Blender 2.69 RC to XNormal. 1.) UVs are set up correctly with a lot of padding space, hard seams are in place 2.) Lowpoly serves as slightly scaled up cage 3.) Lowpoly and cage have only ticked "Selection Only", "Include UVs" and "Smoothing Groups" 4.) When importing…
This is generally good advice but can be a bit app specific. The safe advice is to always triangulate before baking, because: 1. When you export your model the triangulation direction may change depending on exporter/loader, resulting in X shapped smoothing errors. 2. When you triangulate your mesh your mesh normals *may*…
1. Yes uv splits are the same thing as uv borders. 2. Hard edges because you have smoothing groups on either side of the edge. In Maya you just select your edge and set it to hard, in max you have the convoluted smoothing group system, so really just different terms for the same thing. 3. This is because of your geometry,…
I've been following this thread since the beginning, but haven't been able to keep up with each page, so I apologize if this was answered, but How would this apply to someone that currently only works in Maya, xNormal, and UDK? Some of the information was losing me, just because of the translation from Max to Maya. I don't…
Ok, so, I really need to know if I comprehend this correctly because I'm absorbing a lot of information that clashes with my pre-conceived notions. If I want 100 percent no tears normal maps drawn up by Xnormal I need to : 1: Use a cage for anything more complex than a single UV Island/Single smoothing group mesh. (Using a…
Hi! 1. I prefer 3dsmax because I don't see too much difference, and the "hit only matching material id's" is very useful. UDK and normalmaps are not the best friends, so you can't 100% hide the seams and the bad shading. 2. I don't know, because I don't have seen that video. 3. Synced workflow is when you are using a…