I've been battling seams like this one on multiple static meshes now, and I decided to come to the community to help me out. I put together a picture showing what I am having problems with. 1. Here is the seam on the mesh that I'm working on. 2. Here is the UVW map that I laid out, but if you notice, I split the spirals in…
heyho.. I'm trying to transfer / bake a ptex texture to a normal uv mapped texture. I've created the ptex paint in mudbox. Atm I have the problem that I run out of memory VERY quickly. I have 48GB of ram and baking a 8k texture from the 26mil tries highpoly makes the pc run out of mem and enter a half-not-responsive state…
Hey guys, I put an entire UV unwrap in 1 map of a dinosaur (1024 x 1024) . I was thinking of putting the unwrap in 2 seperate maps where 1 map would be the entire head, and its horns and the other map with just the body, and legs. While doing zbrush, I was wondering if the Normal would be better distributed in 2 maps than…
Hello. I'm having an issue where my normal map file isn't updating when I make cage adjustments with Max Offset and Paint Offset. I haven't been using Toolbag for very long so I may be missing something obvious but I haven't been able to find much online to solve the problem. The preview window will show my adjustments…
A normal map can only do so much. Especially if that surface is just a couple of triangles. You definitely would want to add more geometry and have some geometry depth, rather than relying on a normal map to create that depth you're looking for. You could also look into displacement/tesselation, which you can easily…
i've solve the problem just right now. It was the cage and the wrong edge edge padding. but i've to do it all AGAIN. jUST THANKS ANYWAY.. i'm very proud of my over 10 hours working on this problem. I can'tbelieve that. the smallest mistakes can give me so many problems.. but i'm very lucky. obscura you say right , my…
I have a problem with specular lights breaking up at a mirrored UV seam in UE4. Is it possible to fix this without having to use/bake normal maps?? I have tried to both off set and mirror the UV shell but with no luck...
On a cypress style of a tree with all the brunches growing up mostly I need a kind of cylindrical normals style and up and down in very top and bottom . Can Speed tree do it at all? With other kinds of trees it somewhat works by parent puffiness = 1 but nothing helps with cypress tree whatever anchor I chose . They are…
I am struggling with an issue when exporting to substance painter. whenever I export my model into substance and bake it, all the world space normals have discontinued UV seams, this means triplanar projection and smart materials all have seams as well.I have been trying various methods to find out how to get around this…
Hey guys, so now that the arenanet art test is over I decided to go back and practise my normal baking and hard surface modeling. So this time I give you my current WIP of the high poly model... its got some issues here and there that need tweaking but its getting pretty close to done. Let me know if you see anything that…