If you are going to keep those edges hard, you should cut the UVs along the hard edges and give them some space. https://polycount.com/discussion/107196/youre-making-me-hard-making-sense-of-hard-edges-uvs-normal-maps-and-vertex-counts
problem is luke if you select each colour with the magic wand you get horrible ragged edges. is there a better way to select your colours and get clean edges like the alpha channel does? select by colour range still gives me slightly weird edges
If I understand correctly, that's not exactly it. When they say 'flatshaded', it means there's a break in normals on every edge, and therefore a different smoothing group on either side of said edge (hard edges make more sense in terms of communicating what they do clearly, but they're the same as smoothing groups).
It kind of looks like a base for a wood texture. You need to introduce bevels to it. The edge scratches look too uniform and the cracks look too smooth and same size. Try to roughen em up. Paint in highlights on one side of the edge, and darker on the other side of the edge.
It's odd that google withdrew their app VR180 creator a while back, maybe they just broke it :) The worst aspect for me is the way it creates waves in the image, really not acceptable for high quality VR playback i did see a video done with Davinci resolve which seemed not to be displaying the warps. but its not displayed…
Thanks mrklaes 'A really promising start James' What a joker hahaha. Yeah I totally get what you mean with the crystals, would be better if they were a bit edgy or you could see more of an edge, the gloss map did a good job of that but only when moving the light around. Yeah the blade again was a hard thing to convey, I…
Overall, the edges seem far too sharp - especially if you want to express age and/or decay. Also, the canal seems too narrow - it's doubtful that a pair of barges could even pass each other. Most canals have a tow path on each side wide enough for a team of horses/mules/oxen. Small craft (e.g. the gondolas of Venice) can…
Have you actually used booleans to cut shapes in that mesh? I'd suggest removing some connected edges and then turning them or reconnecting them in a more effective way, e.g. I could be totally wrong though, and there's a high chance it doesn't even have any effect; I'm a total newb to environment modeling. Which…
So I'm currently testing out Substance Painter, which seems to rely heavily on the curvature map for the generators for edge wear. My problem is that when i bake my curvature maps in xNormal I don't get those nice light borders around the edges that's later used for edge wear. I've tried different settings with little to…
Anyone know if this is possible to automate or do without a great deal of work in Maya or Xnormal?. I know that baking without an envelope respects hard-edges but you lose the ability to bake floating geometry. I tried selecting all hard-edges and using the "separate selected edges" bonus tool command but it is worthless…