That looks like lightmap problems. Are you baking the lighting? Do you have a second UV channel? Unreal 4 can now auto-create good lightmap uvs, check for it in the model browser.
Sure thing, here you go. I added way more seams than I normally would have, for the purposes of demonstration. I'm too tired to put it into words, but it makes sense that you can't deform a normal mapped model with hardened edges, when you think about it. The normal map can only hide shading seams if it knows exactly where…
Well the low AO is just to get shadows from intersections that you wouldn't get from baking the high AO with the model exploded, so it wouldn't really be doubling shadows anywhere. At least that's my understanding.
Yep. Plus if the edge is a seam it already requires the extra vert, so adding an extra normal won't add an extra vert. But it is not required. You might not want these hard edges around organic parts of a model, or a cylinder.
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…
Different apps/games use different methods for calculating tangent space on a model, or interpreting said tangent space. Calling the workflow synced means that what you're baking the normal map in uses a close or same method as what will be rendering it.
A small amount of overlap in the cage itself can generally be ok, but I've had issues with extreme overlaps, generally you should model your low and low in such a way that you don't need to extend the cage out very far.
Man, I am glad I ran into this thread today :). I was trying EVERYTHING to get a clean bake of my desert eagle model that I recently created, and I was very tempted to bevel the corners of my model, until I saw the tips eloquently explained by Earthquake (Thanks man). So after splitting the UVs up and hardening them, my…
btw, this is probably just camera clipping or some aliasing but to me it looks like its due to the hard edges. you getting incorrect shading on the out edges on both of the hard edge models areas in red should be like areas in green
hey chase sorry my terminology is a bit different. Basically just a quick auto unwrap. You can do a quick one with Roadkill as well with a few quickly placed seams. The goal is not to spend to much time on the unwrap before the model is approved :)