Yea, EQ is correct. The method I suggested still works, but isn't as efficient and uses more UV space. </mental note> When you mirrored the mesh and welded all the seams, were all normals unified and facing outward?
Hmm, though my model is fixed and has all faces now, some of the shading on the pieces that were fixed is now a little funky. Some pieces are darker (the ones that I reversed the normals) but when rotated to the other side are lighter than the other pieces.
Hey guys can anyone help me with this issue? Uvs are intact as I can display my textures on the mesh, it looks fine inside max apart from bake errors. I have tried to welded verts up, flip faces but to no avail, any ideas?
Problem Solved: Thank you everyone for your help, each suggestion helped me solve my problem. I'm about 90% sure it was an issue with the way I combined normal maps, I just overlayed them an adjusted the blue channels to about 50% of their value. I came across ncombiner that properly combines normal maps. Found here:…
I feel like a n00b, My model faces the wrong way? Its a predator mask, only shows the inside of the eyes, turned on wire to reveal its actually there just obviously not rendering the backface. tried exporting it the other way, nothing, Normals are all correct? Attachment not found.
i've got a weird issue that I can't seem to figure out. I have a full character, and the character is wearing a helmet with a glass visor. the face shows up fine behind the glass visor, however at most angles the eyeballs don't show up. if i tumble around the model the eyes will show up at different angles, but from a…
I'm getting a problem with just one Light/Enviro preset, unfortunate it's one I want to use. Pavement! Turning off "Front faces cast shadow" does remedy it but not really a solution. Shows this striation on untextured mesh too. Any ideas? Edit: Not just one after all, a number of them depending on rotational position.
Here some pics of the problems that i'm having with marmoset 1. Here is the Chromatic Aboration issue. (I also get this bug occasionally when I uncheck Post Process Effects) 2. When I use the depth of field there is NO gradual fade of the lens blur there is only blurred or not blurred. I'm sure there is supposed to be a…
I knew about the disable back face culling feature but I stil can't manage to get the light to react normally on both sides. I've tried everything adjusting every lever and flipping every checkbox in various combinations. This is the result I've gotten thus far. I will get back and try some more but if someone could give…
Ok I wasn't quite right about there being a two sided lighting checkbox - there isn't one. Two sided lighting just happens by default (though you have to disable back face culling in order to see it). What this means is that for a given polygon, the normals on the "back" face will be flipped for the purposes of lighting.…