Urgent Help Required! I think this is the proper thread. I'm doing baking in Maya and i'm ending up with theses nasty lines all over my UV seams and edges. How can i fix this? Here is an example of my bake. Output map FYI. I know i can paint over it with Photoshop but that's possibly the dumbest way imaginable as a huge…
Yeah absolutely, especially with very simple objects where triangle count isn't an issue. Really there isn't much need to optimize a model lower than 500 tris or so (other than LOD models and models that will be instanced hundreds of times or something). When you're doing more complex assets you won't always have the…
i agree that it's subtle, and in this case being a minor element on the asset its not really a big deal cause people who aren't artists aren't gonna notice it. i think we can agree that in a more prominent situation where you have a large object with lots of 90 degree corners, like a door or a gun or something, it would be…
Thanks for the reply. I'm still going to have to disagree with you on these points.The only time you should ever get seams with mirrored objects is if you have made an error with the geo (as Farfarer said), the baker and renderer aren't synced or the sign isn't stored. With a perfectly synced workflow you should be able to…
Gradations in your low poly like that get translated to your normal map bake. So to fix that in unsynched workflows you need to work your low poly to match your high polys smoothing a bit closer. You can do this via adding more geometry through chamfers, or you can split up your smoothing groups, instead of using 1. I…
Guys, I have a question for Blender users - or anyone else who can explain me what I'm doing wrong. When I try to make a tangent normal bake, I'm always getting an error message that says "feedback loop detected". It means that there is something wrong with either the highpoly or the lowpoly mesh right? The strange thing…
i have a couple of noob questions. Im trying to figure out the simplest workflow. I just started using Quixel tools, would be great if there is a tutorial about them. And i think i got this metal crate from another thread: http://i.imgur.com/cYKglOl.jpg Its pretty high poly, if I break it down i get confused about what…
This is a resolution/detail/uv seam issue. Any time you have detail that is very fine, and you have a low resolution texture, especially along a uv seam you will see visible seam. To fix: * use a higher resolution texture * don't use such fine detail in your highpoly (your edges are too tight here) * don't zoom in so far…
Thanks I know the rule for baking normal map , but when I read about sync workflow I thought just do 1 smoothing group and that it. :P what you said still I need to apply the same old rule to sync workflow. sync not about 1 smoothing group and it will make a perfect normal map it only help to rip off the gradient issue,…
Hi guys, I normally always try to find out by myself what the problem is, but here I have difficulty with addressing it, I am also not sure which program is making this. so here is my UV map, I moved object to Zbrush and modelled it and then start texturing it in 3DCoat. As I painted all and thought all is going fine, I…