I find that when I'm making larger assets that require masks for things like edge wear etc., if the asset is big the masks tend to be low res depending on the size. Is there a way to get better resolution masks? What is the workflow for texturing big meshes that require tiling textures, some edge wear or other masks like…
i know about the hard edges it was meant to be like that i want it so look like the glass was meant to have hard sharp egdes i have it rigged and its animate-able lolz there are a few verticies that are pissing me off so i need to go back and do some more weight painting they are in unnoticed areas thou thanks for the feed…
Seeing your actual lowpoly edges with a baked normal map applied is expected - as it's a limitation of baked normal maps, as the "illusion" can hold hold up for so much distance. This can be solved with chamfering your super hard 90 degree edges, or maybe even higher resolution bakes, but this all comes down to how…
Looks like the difference is that he is using vert snap and his verts align with his geo. On your test, you look like you are attempting to snap your plane's edge to another edge. Which is a bit more tricky if you want it to be perfect. I would suggest one of two things: 1. Make some edge loops to add verts to the area you…
Looks good so far for a first-time sub-d. You should show wips with a more shiny metallic shader so it's easier to see the surface and any potential smoothing errors. I'd probably not have the handle wood intersecting with the gun body. You should model the back of that piece and have it touching, with a little undercut…
It's not bad, but there are some things that could be improved. -For a 2k texturemap, you have some very blurred spots on your model (for eg the grip). -There are also some smoothing / baking errors going on (http://i.imgur.com/PpLrDRR.png, the black edges). Make sure you have different smoothing groups / hard edges in…
Welcome to Polycount Blink. If you're intending to bake this down to a normal map for a low poly model you might want model your edges so they aren't so sharp. By exaggerating some roundness on the edges of the high poly model you will get more of a visible edge on the baked normal map which in turn will help sell any…
I forgot to mention one other thing about normal maps and beveled edges. It's good practice to exaggerate any bevels on your high poly model so that they show up better on your normal mapped low poly model. This becomes very evident once things are viewed from a distance in game and the textures are being mip mapped. Right…
there is no such thing as smoothing groups and there is also no such thing as a hardened or softened edge in games there is only vertex normals smoothing groups and hardened edges are just a simplified way to handle them one on face bases and one on edge bases unreal will eat what ever vertex normals you will feet it !…
[ QUOTE ] Did you try customizing the edge color? [/ QUOTE ] Yeah, I tried it with VertexPaint [ QUOTE ] Do you have the viewport in a mode that shows edged faces (ie. wireframes overlaid on the shaded model)? Look in the help for "show edged faces" if you're not sure. [/ QUOTE ] Yes [ QUOTE ] Does this problem occur only…