The only way I have found to get rid of what you seem to have with tangent space normal maps is to make sure that the low poly lights well. What that means is that if you don't see smooth shading on your model inside Max that crap will bake into your normal map. Try and get the most uniform distribution of edges on your…
PredatorGSR and Justin both had good advice, not contradictory. Except Justin advocates DXT1 for the alpha instead of DXT5. I personally hate DXT1, since in my experience the on/off edge didn't make a smooth filtered edge when filtered and alpha tested, I got more stairstepping with DXT1. But the memory savings is a big…
Looking good already with nice preparation! Lately I'm learning more about highpoly modeling and normal baking and I was wondering, shouldnt you use more soft/wider edges in your highpoly so they can be picked up in the normal map? E.g. : http://wiki.polycount.com/w/images/8/85/Normal_edge_thickness.jpg
In this case, there's a couple of significant issues with the low poly geometry and the corresponding UV unwrap that are contributing the overall issues with the shading behavior and the normal baking artifacts. Certain types of overlapping geometry issues can cause intermittent baking artifacts that can seem to appear and…
Yes, the smoother version looks better to me as well. When you define the edge radius you have to take in mind which is going to be your texture resolution and how far in your weapon going to be from the camera.A lower texture resolution will require a bigger edge radius. Of course you don´t want to go too far.Just get the…
The default scene shot you posted is not using lightmaps. The shot you posted from you scene is using lightmaps. The problem is that if you don't weld edges of lightmaps together, the light won't bleed around the edge and cause harsh edges like that. To minimize this effect you have to weld the edges of your lightmap uvs…
Its a good start but I think you need to work more on the topology. You have a super lowpoly back (yellow) but lots of unnecessary edges along the side (red). This issue is present on most of the model, it should be easy to fix though :smile: Think about how the edges affect the silhouette, if you can remove the edge…
Connect tool, you mean append polygon? I've been told by max users the bevel is about the same in both packages now. There is a chamfer vertex but I can't figure out what you would actually use it for? Not sure what coordinate systems you are referring to? We work in x,y,z with centemetres, this is relative to the game…
@ Prophecies: How simple is simple? Do you not need to add edges to those you want to reinforce and keep somewhat hard? And if I add beveled/chamfered edges, do I need to add edge loops throughout the mesh to keep the spacing consistent? This is a base of a small stone shrine, VERY simple now, and am just in the middle of…