I am very inexperienced with normal mapping and completely stuck at the moment. The problems I am having are: 1: at every seem there is a hard edge which is caused by the normal map. But in the viewport there is no seem. In the diffuse and spec map there is no seem. 2: I am getting weird artifacts which seem to be cause by…
Hello, I'm creating this telescoping weapon stock and I've started to bake my geometry using Marmoset Toolbag 3, but have encountered a problem. Most of the bake is fine and the rest can be resolved by redirecting the normal skew, but this part has given me trouble. If I completely paint over the normal skew for this UV…
Triangulate your mesh from your DCC, so that it bakes in painter with the same triangulation, as it will also have the same triangulation when your import into a renderer/engine. These end cap islands have multiple smoothing groups/hard edges on them, they should only have one hard edge (at the uv seam). You've got…
This is the final geometry of the side mirror, including the filled gaps and beveled edges to the gaps, with all modifiers applied. The same process will be done for the rest of the car, this is: Apply subdiv -> Thicken (extrude) the panel edge -> bevel the edge -> apply FWN -> fill the gap with faces (to prevent light…
So done with the low poly for this. This is the part where I have no real idea what I'm doing. I know how to UV but I don't know how to do it well at all really. I remember reading in one tutorial that Im supposed to create smoothing groups for all of the faces inside of a set of hard edges (grouping shapes essentially).…
Hello all. Working on my thesis defense on top of this thing and looking for a job, so I've been super busy. Anyway, here are the current state of things. Broke up the parts to be modular. Some samples One thing I am having trouble though is baking normals. Most of the edges are hard edges at 90 degree angles. Even when…
The cut and slice tools in Max are used for cutting polygons, if you want to separate an object along an edge, use either "Break" when in vertex mode, or "Split" in edge mode. Weld is used to weld edges or verts together (clicking on the little box next to Weld will open a window to set tolerances) target weld will weld…
Normally you want it parallel to the surface. What he's talking about by the indent at a 90 degree angle, is this, you need to slope the sides of your indent so they capture better than if they where straight. The red lines are rays that will be cast down onto the surface when you bake a normal map. Notice the rays aren't…
Your high poly edges are extremely tight. You can see the out come of this in your bake on the low poly. It hardly looks like you even made a high poly. For the future, it is often best to relax your support edges, even if that is not how they might be in actuality. The loose edges then translate better to a normal map and…
Those artifacts are expected, you can make them go away by increasing the normal map resolution, but you most likely won't be seeing them in game unless you have a material with a very glossy surface. You can also try to reduce those errors by controlling the shading on the low poly with smoothing groups, hard edges, or…