When I do rendering in 3DS Max I use 16 pixel edge padding on 4096x4096 textures for best results. If I were to use Marmoset in the future, would this software require a similar edge padding or can I reduce that ? Kinda related: Can I reduce the edge padding for Quixels software if anyone knows the answer to that for it's…
The amount of seams is fine. You did it correctly by splitting the UVs where there are hard edges on your model. I just realized something else, inbetween about 0.55 and 0.6 in the V axis are those polygons edges hard as well? You said everything was hard edges, so if that was the case you'd have to split those UVs too to…
I took a look at your files. The reason you're getting that nasty section at the tip of the model is because you have almost the entire model sharing soft edges, even at hard angles. For your low poly model, apply hard edge smoothing to the following edges shown in green: Also, you're going to want to split your UV…
What i mean by using hard edges isnt to create visible hard edges, but hard edges just on the lowpoly mesh, with the cage mesh "averaged" so there aren't any seams. Kimono should know what i'm talking about here. What i was wondering if there was some reason with source that this wouldn't work. Again just talking about…
I think you've already stated the two solutions you could use, either add some bevels or harden the edges. When the edge is softened it will interpolate between the adjacent parallel edges to it. Another solution that one can use is normal maps, but that would be best used on single objects with a unified texture I think,…
Yeah, exactly. The problem Im having now is your script works awesome for unwrapping them each to fit the UV space, but some are rotated such that the bottom edges in world space (where they would intersect the ground) is rotated 45-120 degrees so that the bottom edge in the editor is actually pointed up or in an opposite…
First off, are you using Modo 801? If you aren't, then ignore anything about morph maps. Previous versions of Modo didn't have cage baking. If you ARE using 801, you need to follow these steps:* Read this help page about the baking workflow in Modo 801 * Read this thread about normal maps and hard edges * Set your…
StuBurrito: If you use the "Remove" command in the Editable Poly to get rid of entire edge loops, or use the "Collapse" command to collapse an edge ring down into a single loop, it preserves your UVs automatically. Personally I'd use "Collapse" for most of the optimising, basically any edges which don't add much change in…
Please use image upload services, like hostr or similar, there are tons and it just takes seconds Can you post a reference ? The form looks kind of strange and out of proportions What I can tell for sure is that your edges are razor sharp (because your highpoly is way too sharp, you need soft edges, even more soft than…
Something I'm having problems with is in max you'd make your hp geo and have an edit poly on it when you add the edge loops. then when you want to make the lp. you just copy the geo and remove the edit poly that holds the edge loop information. now you're left with a lowpoly piece. does Maya have anything like this? it…