@sulky Are you using padding between uv borders? You have to spilt those uv edges and space them apart in the uv editor,, then give them enough padding for baking the normal map. I havent used mayas transfer maps enough, but in xnormal under baking set the padding to around 16 pixels. O Or if you do have enough padding…
I got an update for you! Added some varying colors to things (still not UVed or lightmapped, so the lighting will look a bit weird), added a few new meshes, and made the lighting halfway decent. Tell me what you think!
try making this its own smoothing group: It should relieve the tension in the normals/tangents across that surface, resulting in a cleaner bake. Remember you can hide seams on convex edges in the same way you can hide seams on concave edges.
Great work bonkahe! Can i ask you about a thing? I always have troubles with 2d reflection (i have troubles with everything :poly122:), especially when i make big reflection actor, the texture has boring bright green areas... In your try did you use a big actor, as large as the whole roof, or did you use different little…