if I understand correctly when using match by mesh names, it must bakes different piece of model separately, but i still have artifacts in place when 2 models are intersect
Ive offset half of the model im doing by 2 on the U axis but it has this weird error where it only uses a small amount of the texture space as seen here. Any help Plz?
First post -> hello everyone Did this fellow here during last mouth. It's my first fully finished next gen character ever (I did some next gen textures before, some props and some speed excercises, but never the whole character). So hope you like it
LoL this makes me mad. I dont know if it is this hlsl compiler or max but it is crazy. I've put my code into some fancy functions like Xoliul did, to get a better overview. But instead working like before as I would expect it, it does not I've got no compile errors or anything else, but my specular calculation doesn't work…
UV seams? Smoothing groups? Non-normalized UV islands? Also, don't look at your normal map in diffuse since it's useless at helping your debug stuff, stick in your normal and throw in a quick spec + diffuse to see if the lines are really noticeable or not.