Sorry, I'm new at this and I have ran into the same problem, but reversing normals on the target doesn't solve it for me. Any suggestions? I have a group of identical meshes (eg: screws, low poly) in different position and rotations. I deleted them all except one to create the UV. I brought back two of those many screws,…
Well not a tutorial expert here so bear this with a grain a salt . I have my own tutorials on yt and if you put me to watch them with a gun to my head I would die of cringe . So what I am gonna say kind of applies to me as well . While it is useful sometimes to have the user feel and see your thought process it makes the…
Did you mean to do something like harden the edges, and set normals to face? The problem that my old team ran into is if you don't cut and separate the UV seams where you split/harden the normals, then you get a nasty obvious seam along every split edge in the bake. However I just tried the above, which seems to fix the…
Usually when making tiling textures, your low res "mesh" is just a single quad that's mapped to the 0-1 UV space, and you're baking down some high res mesh to get your baked data from. The classic example is a brick wall, where you're likely to have bricks that end outside of the bakeable space. In this case, you want to…
Odd! I re-read your post and you mentioned switching to smooth preview and you still get faceting. Generally, everything in the smooth preview should be smooth with no obvious pinching or dark patches. If this is happening then it's a problem with the geometry of the model more than it is with the edge normals. Select your…
I will be keeping the legs. The topology I have now is from a low poly box/edge model, and then adding a meshsmooth to it. I turn the smoothness down to 0.5. Even at 1 the body is still less than 3K tris. However, I think I just need to spend more time in there; adding to it. Adjusting the tris myself. Instead of looking…
Well, if you really want to avoid having too mady UV islands because of hard edges you can bevel your edges, thus add to the poly count and it does a similar job, but then you can unwrap it as one piece instead of splitting uv island because of a hard edge.
Ah. The vertex normals are twisting to such an extreme that you've entered a black hole! You need to split the vertex normals along the edges of the blade, by adding hard edges there. Also called smoothing groups. You're making me hard. Making sense of hard edges, uvs, normal maps and vertex counts
Might be personal taste, but the edge quality is a bit too tight. Id loosen those edges a bit, so the normal map and spec maps have an area to dance around on. Other wise its just going to be razor sharp edges. I got nothing else besides that. Textures will sell this.
@Brian "Panda" Choi Exactly! This is worn down but not very dirty, meaning someone has been taking care of it. It's also a small prop, something that will be seen from closer distance than bigger arms like tanks, thus a prop that demands a little extra attention to detail. The idea is to make a map that fits your…