If you are talking about hard edge normals (aka smoothing splits) then you'll want to place them in the same location as your UV islands. I'm not sure what you mean by this. If you're talking about tweaking your normal map in Photoshop after baking: I would say if you need to do this to a normal map along UV borders then…
The main paint material is reading as velvet, or some kinda cloth to me. I think if you pump more contrast into your specular you will get more of a chiped/worn paint look. Specular is just to smooth for either paint, or metal. A detail you might want to add that's easy, change up the brightness on the dollar amount dials.…
Hello, I'm working on an aftermarket MPX SBR rifle model for a video game. I've started to create the high-poly barrel of the gun, of which has very small threading inside. I wanted to include this detail on the high-poly rather than try to create it using normal maps, but I've encountered a problem I have never had…
I have asked for help on facebook about seams showing in 3DO. I make all the edges hard edges in maya then i bake it in X-Normal using a cage from high poly to low poly then load them into Ndo. When i open 3DO is shows all of the seams. In other software like substance painter and Marmoset these seems dont show at all, yet…
Hi everyone. The team I work with has recently started transitioning to physically based rendering. So I've been going back to some older assets and adding in MRAO maps and testing them, especially for bare metal stuff. Everything seems to be working well but I am a little confused on is where to include weathering. In…
Solved Hi guys. Sorry if this is a very common error, but i searched the forums and found nothing. My normal map is coming out Blue and Yellow in Xnormal. I scaled both Hi and Low to 5, since I was getting the "small model" warning. I ran the "Ray Distance Calculator" and copied the max/min values. Using Anti-aliasing 2x…
Hey guys, I was wondering if one of you could steer me in the right direction this. I want achieve a very similar effect with cracks that are used in this sculpt. My problem is that when I try using Orb's crack brush, I get one straight, clean cut through my mesh that looks more like a knife gouging into butter. How did…
Zbrush uses "uv matching" method while Marmoset, Substance Painter, Xnormal, and other bakers uses ray tracing. This means that the smoothing of the lowpoly is taken into account when you bake using ray tracing, while the uv matching method ignores the target mesh smoothing and therefore its shading. This can result in…
When you're modeling curves, think of each vertex (on a flat) or each edge (on a 3d surface) as a control point for a curve. When you smooth that curve, it'll be averaged across those control points. Put two close together, and they'll give a sharp edge. If you have uneven control points on a cylinder, it won't render as a…
hey there, a promising scene you have there from what I can see. To keep my feedback short for the moment I only want to say that the lighting is the main issue in your scene. Everything is too dark to see details or material effects. So first I suggest block in a proper lighting. I suggest you browse for some fotos of…