From your normal map, I assume you're using hard edges along the stair steps. You should separate your UVs wherever you have hard edges, otherwise you will have issues. You'll also want to use a cage to bake, otherwise during baking some of the rays will miss parts of your high poly, making your edge seams really stick…
yeah poopinmymouth beat me to this, but I wanted to ask how you where going about this, Im assuming that your making your cloth to get those edges for your LP and then the rest you will do in post clean up so your normal map has a nice edge fall off of the depth/cloth edgings? ps.- Seriously all this LOL art lately and no…
If your verts are on the same element (ie. have geometry between them connecting somehow), then you can only weld/collapse them if they have a shared edge running between them. 2 verts on opposite sides of a quad won't weld unless you have an edge connecting them, turning it into 2 tris, for example. Also, if your verts…
Yea, probably definitely something you'd want to think about when working on low poly stuff, but for current gen games where polycount isn't a huge issue anymore, you can just add some more edges to the cylinder to smooth it out. Plus then you don't ruin the edge flow for ring selecting, not that thats a huge issue on a…
Not true. Ever since 2.40 or so, Blender has the EdgeSplit modifier, which makes edges marked as sharp render as hard edges. Edges can be made sharp by selecting them and pressing Ctrl+e -> Mark Sharp. It's a lot like Maya's system, so it has the same functionality as smoothing groups. Nice model, by the way. It's actually…
Hi, there are two settings that control how many edges the curve bevel mesh will have, one for the "length" edges and one for the "across" edges. These two settings have "resolution" in the name, one is in the Shape panel of curve properties, the other in the Geometry panel of curve properties as well. Is this what you…
You may want to try different wrap modes in the shader: repeat (traditional texture tiling), clamp (edge pixels are stretched out beyond UV 0-1 space), or mirror. More info and a pic: http://wiki.polycount.com/wiki/Texture_Coordinates#UV_Address_Modes
Hello guys, I am trying to add edge loops and use chamfer to maintain hard edges but I am really struggling with any topology that isnt in a perfect loop or it is vertical. I am trying to avoid creating non quads but it seems impossible when using chamdfer in vertical edges. I have attached some pictures that show how the…
Hey everyone, while working on Tims Kukri Tutorial, I recognzied that my smoothing groups (Hard Edges) are really messed up. I'm new to 3ds Max and have no idea how to fix this. I attached a picture of my hard edges and the ones of Tim's knife. Do you have any ideas, how I can fix this and keep up my smoothing groups? Do…
I just got substance painter and i am trying to texture a pretty basic wooden crate: I want to add so edge wear to the sides of the crate but i have no high poly version so (as far as i know) I cannot bake the correct map to make the edge wear work correctly. Is there anyway to add nice edge wear to this without having a…