I am trying to understand what might have cause my issue with seams on baked textures (in particular, normal map). I have a high-poly and 2 low-poly approximate: I am trying to determine which low-poly works better (aka result in better bake) But both of them are flawed in some way (show apparent seams or artifact): What I…
so i have a low poly mesh that has both soft and hard edges (skin and armor plating). once i import my mesh into mudbox, is there a way to keep the hard edges on selected areas hard while the rest remains smoothed? i know you can turn off smoothing when you divide, but then i have hard edges where i dont need them.
I am editing the Hands and feets. about the proportion you mentioned, i can get the front, but its so hard to imagine the back . So hard . Its been weeks ( sighh)
Hi, This seems like something that should be so very simple I am afraid of asking here. But how does one preserve hard edge/soft edges across export and import? Somehow for a simple export of following model, Maya Import will convert all soft edges to hard edges. Sure, it preserves the normal just fine, but I lost all the…
Thanks for the comments. DietCoke, I used a couple different alphas for the pores and some sculpting by hand for the deeper ones, moles, and bumps. But what makes them stand out is mostly the painting, making sure the peaks are lighter than the valleys since there's no specular map.
Hey folks I'm learning some rigging in Maya, after picking up animation (pretty easy compared to rigging). Can't seem to figure out how to align and orient a circle (control object) to a joint. Can't seem to figure out any of the align and snap tools in maya, after scouring through the tutorials and user references in the…
So I'm creating a low poly field tent for a game and I've hit an issue where I need the inside of the tent to have outward facing normals. I've tried selecting the face and extruding them but I get unsatisfactory results with edges peeking through and overlapping faces. How would experts or people who know what they are…
Pinched, as in too sharp? There's an edgesplit modifier still there, I should remove that to soften up those edges a bit. If that's what you meant anyway. And yeah, the bumps. :( It's pretty difficult, I feel I could spend hours just trying to smooth it out. I wonder how people usually handle this (curved surfaces with…
I'm going to sound like a huge ass and crap all over your hard work. But only because this is polycount, you need it and the source material is so well known. Before diving in to the sculpting I think you need to work on your shape and form. Taurens have much more dramatic porportions and thinking "oh I'll clean it up…
Normalmaps cant do magic. Each pixel overwrites the normal of the lowpoly shading with the highpoly shading. The stronger the difference between high and lowpoly the more issues will arise. You are simply asking too much of a normalmap. You could give it a lot more texturespace and bit depth or you need to minimize the…