Took a look at the low and high poly. Several points: The hard edges are UV seams. I don't want to say something wrong but I feel like you're not going to avoid seams all the time. There's always going to be seams somewhere. There could be some software feature or technique to get rid of them all that I'm unaware of. That…
I took a look at your files. I baked in SP with ray distance(frontal/rear) .02 *Note* I had to assign my smoothing group to the model as yours had no smoothing groups assigned. This is more than likely your issue as I presume you're using the UV splits to Smoothing groups workflow. If you use this workflow and don't split…
Technically, most engines will triangulate your mesh for you and the FBX exporter will too. It's usually a good idea to triangulate before exporting, so you can see any shading errors if they do pop up. But, what Ootrick was saying is that you have faces with more than 4 sides, or n-gons. N-Gons are usually bad because…
Sorry, but I have a hard time believing that. Go back to the facts. 1. While Dov Isaacs said "no", he doesn't represent the will of the executives or the marketing team. He's the Principal Scientist and nothing more. 2. Terri Stone, after Isaacs, contradicted him by saying that Adobe wasn't going to chase anybody. 3. The…
Really common with most engines actually(not being synced). Its not really been an issue that a lot of people were aware of until recently. Most people just assume nasty smoothing errors are "how normal maps work". Well, if you can't get accurate shading like with 3pshader, then it isn't synced. =P Synced doesnt mean "the…
Ruz - I think Krisonrik is using Maya for this, and I'd say unless the angle between the faces is really sharp, the 'colorful' normal map sampled with smoothed edges usually looks okay on low normal mapped geo - that example was snapped from Maya viewport. But it's always a good idea to check this in final rendering…
Hey all, I'm experiencing crashes in Blender 4.2.0 whenever I use Cycles for rendering. The crashes start as soon as my model becomes more complex with higher geometry. Blender closes without any error messages, which is really frustrating. My PC is generally very stable while gaming, but it crashes consistently during 3D…
Working to address points in the critique I have been given. First up was reworking the crash trench. I put together a Grain POPnet in houdini to simulate a base mesh to work off of: Which is triangulated from a VDB and sculpted and decimated/baked and so forth, which gives us this trench and dirt buildup in-engine: The…
Hi, In my #MEL command browse button is not working I'm getting an error // Error: line 56: Object 'rsTxtPath' not found. ANY IDEA? proc ScreenCaptureWin() { global string $rsTxtPath, $rsTxtName; string $sn = `file -q -sn`; string $cfp = `dirname( $sn )`; if (`window -exists ScreenCapture`) //closes window if already open…
Well I didn't get as much time as I wanted on this but I worked as hard as I could And I'm pretty proud of the results. I ended up at 8k tris witch I thought was pretty good. But First, my thoughts on Handplane as a baker. I didn't have any problem with what it produced. I had some pretty rough UV's so I was expecting a…