Hello. I initially started creating this to improve the 3D workflow at our studio, but I tried to make it in a way that more people could make use of it. It's a little guide (mostly pics) showing how to avoid nasty seams on objects. What do you…
Ok, I found a solution for my problem. I baked a object space normal map in Maya and converted it back to tangent space with Handplane. Now it all works and it even improved some parts of the normalmap. Thanks to EarthQuake for his fantastic explanations here on this board! Without it I probably never would have gotten…
I had more separate objects each with different material for highpoly, and a single object with it's own material for lowpoly. The highpoly isn't even unwrapped because I only need it's normals but I don't think that's the problem. I tried to merge the highpoly parts, I tried to use the same material, I even tried it…
Is there away to avoid gaps in the UV space after youre done uving in Max? My environment scene has several object with 2k maps but most of them dont occupy all of the uv space, I have tried adjusting the padding setting but it didnt do much. Ill link image when I get back home.
Yeah, its very important to make sure that you're exporting the mesh in it's bind pose, rigged, and then deforming via skeletal animation in the engine. If you're simply exporting the pre and post deformation objects from your 3D app, the result here would make sense, as the normals and tangents change. In engine, the…
You don´t need hard edges at all uv seams. You need a UV seam where a hard edge is ;). Basically for the sword shed you won´t need any hard edges because its a very smooth object. If you experience some weird lowpoly shading just add 1 or 2 edges.
it's actually quite easy to see, sorry for blurry pic I know you can detach faces and get a good result but that is what we are trying to avoid, because each detached face gives you less room in your 0 to 1 uv range. so picture a very complext object with a lot of broken uvs could equal a big reduction in uv space
I don't know exactly how it works, so my guess is as good as yours. Maybe someone else can give an explanation. But I do know that it's very likely to get a visible seam on mirrored objects in that situation. Just something to keep in mind in case you encounter a seam and you don't understand why it's there. I never did…
I have a vehicle composed of multiple parts e.g shell chair and details on the inside. Just wondering if anyone knew how to make it so the uvs are scaled the same across all the objects. Im using automatic mapping for this since its for a render not a game and I wont be using photoshop. Ive pressed automatic map and…
The benefit also of having one smoothing group (A) is that you can weld your verts a lot more, you can do quicker unwraps with roadkill and pelting on your hard surface objects, and as a result of the bigger UV islands, you have a lower vert count in the engine ( UV breaks = more verts ) would the subtle difference you get…