Hi everyone, I'm trying to explain to a friend of mine how baking works when we encountered a problem, I was wondering if there is any way to solve the issue below without change the topology. The problem we are talking about is the triangle shows in normal map, of course is almost invisible, and as far as I know it's…
Hi, I thought I understood that you had to split a mesh on its UVs where there was a hard edge, but this has both worked and not worked, and I can't figure out why. Here is the simple model that shows it both working and not in two different areas: The last image shows that the plate at the top has worked. The plate part…
I'm currently modelled a few Japanese props, but they're simple assets made from wood so I don't know if I should make a high poly version first then bake to low. I made this lamp and realized it's going to be quite blocky, even though it is made of wood. But it's very difficult to bevel most of the edges, especially while…
Hi guys, So I'm working with an extremely easy model, a metal pipe. I'm trying to create a curvature map to then use in Substance Painter. The map I generated was done so in xNormal. It works well but they're a few problems. I've marked every image with the two problems.Mark 1 - The bigger issue, why are some parts in…
[update] the "Warning: History will be on for the command since a selected item has history." has been fixed. been playing around with some basic Mel-scripting and came up with a script that does Edge bridging properly without open edges. and I would like to share it with Maya Users. Should work with any number of edges…
@MRALO Welcome to Polycount. Consider checking out the forum information and introduction thread. The object has a lot of repetitive surface features so try breaking it down into mirrorable or tileable segments. Working on a small portion of the mesh and copying it to create the rest of the shapes tends to be more…
I used to: Model using almost only extrusions and some bevels due to fear of having bad topology, avoiding triangles and ngons like plague. Now: I use chamfers, booleans, bevels and every tool and modifier I know to break the shape, prioritizing form over topology and making my life a lot easier when unwrapping. I used to:…
That's going to make texturing a pain in the ass. Just break them where it seems natural...along the corners. That means you need to have different smoothing groups wherever there's a seam. For example, make your wall with the door Smoothing Group (SG1). Make the wall with the window SG2. Make the roof SG3, because it's…
First, about creating the upper eyelid crease, I agree it's a pain and I don't know how to do it in zbrush. I'd probably try to create two different objects (tools?) for the tarsal plates part of the eyelids and only combine them with the rest of the face later when the fat pads and eyebrows are 100% done, so they don't…
Looks nice, great bake for only 7.2k tris but I do think you could have kept it a bit higher to help smooth out some of those edges especially around the wood and some of the 90 degree edges/ curves, for an asset that will be seen up close its more important to keep it looking smooth and it adds a lot to the quality of the…