Can someone help me please!, have read and reread everything, when i finally tought that i was starting to make sense of it, end up confused as fuck again. After read almost all of the coments here, bouncing back and forth btween the topics and my tests, i did make some bakes that end up lokking no that bad i think, and i…
Hi! 1. I prefer 3dsmax because I don't see too much difference, and the "hit only matching material id's" is very useful. UDK and normalmaps are not the best friends, so you can't 100% hide the seams and the bad shading. 2. I don't know, because I don't have seen that video. 3. Synced workflow is when you are using a…
Ok, so, I really need to know if I comprehend this correctly because I'm absorbing a lot of information that clashes with my pre-conceived notions. If I want 100 percent no tears normal maps drawn up by Xnormal I need to : 1: Use a cage for anything more complex than a single UV Island/Single smoothing group mesh. (Using a…
I've been following this thread since the beginning, but haven't been able to keep up with each page, so I apologize if this was answered, but How would this apply to someone that currently only works in Maya, xNormal, and UDK? Some of the information was losing me, just because of the translation from Max to Maya. I don't…
OK, so I think I'm beginning to see where my confusion is coming from - I'm failing to properly recognise the fact that there are two meshes at work here: the low and the projection... let me go over the facts as I'm beginning to understand them and maybe you can point out if I'm still not quite there: 1. smoothing groups…
I spend 2 day to understand what is wrong. This makes me crazy Workflow * From Max 2016 : - Export all mesh (low, high, cage) using FBX 2013 with 1 smoothing group mikkTspace (with export smoothing group ON and Tangents & Binormals OFF) for the cage and low res mesh, all transform freeze for all meshes and only the cage…
So, after LOTS of trial and error, this is the best I could get, which is still pretty bad and plenty of artifacts and shadows :confounded: 1. Red Square -> Im having a seam cut in the normal map where the seam end is, don't really know how to solve it, since it's just a simple seam in a cylindrical pattern, that I then…
Hello people of Polycount! I've been doing a lot of normal map baking recently, and this thread has improved my knowledge of the subject immensely.Thank you all so much for your contributions! I have a quick question/example that I wanted to get your opinions on... Here are a couple of windows I'm making for an exterior…
For clarity: -Technically it is the other way around, where you have a hard edge, you must have a UV split. (but you don't need a hard edge where there is a UV split for things to look correct). But the way most people work is they UV first While doing your UV's think not only about texturing, but where your hard edges…
so i've been reading this topic from page 1 - 9. Totally love it. But i've got a couple of questions. now firstly let me make clear that i can make normal map from a HP box (soft edges) to a lp box. (yei). But what i want to know is, how far should my UV Islands be from eachother(?) so they dont bleed to another (?). I…