I was painting the normal and tried to fix some baking errors on my mesh in SP. I tried this method before in the previous version, and it works well. Then, I noticed that whenever I paint over the mesh, some weird stains appear on the surface, or I call them specks of dirt. How should I fix it? Before paintover After…
I've never been able to get the projection mapping bake in Max to work properly for me before. The only time I get reliable results is whenever the high poly mesh I am baking from is all a single piece of geometry, but that doesn't work in all cases. Right now what I am working on is a gun trigger with two bar things next…
Hey guys, so this issue has stumped me for a little bit now. Basically I've made a cage for my high poly model, seen here (the pink is the high poly showing through the low poly, however the cage is still enclosing both): and the problem is that even though the cage appears to completely enclose the high poly, I'm still…
Nowadays current hardware eats polygons for breakfast, so I'd say you could bevel those edges instead to have easier time with baking normal maps (and other maps too). I took a look at your low poly and its polygon count is 184 triangles, so nothing to worry about. Like I tested here by beveling some key edges, the…
on the left is my high poly and on the right is my low poly. I'm having some issues with the normal map tapering in at the vertices. How do I make a consistent, straight line down the low poly mesh?
Hey all, I'd really like a quick answer, that would be fantastic! I'm not the best at unwrapping in 3Ds Max, so I use a little program called Roadkill to quickly unwrap things. I have pieces of a character model I'm trying to unwrap at the moment. The pieces are the head, arm and leg of the character. I export it like…
[Solved]: Answer two posts down Helloes! I have a question about a problem I seem to have bumped into, if someone else might have come across it. I were working on some tree models since it's something I wanted to get better at. One thing I did not too long ago was to invest in the 3D motive UDK Foliage training set. Now…
I've struggled with this problem for a long time and tend to receive different answers. When you are modeling something, how do you decide when to bevel an edge versus baking a bevel into a normal map? Currently I tend to bevel when it is a primary edge on a medium to large object, and leave the rest for baking. However…