Hey hey everyone! =) I’m running into a pretty specific issue, and I’m wondering if anyone here has faced something similar or might have an idea on how to fix it. Setup- Engine version: custom Unreal Engine 4.27 branch based on the Oculus branch- Project: VR (PC, not mobile)- Renderer: Forward Renderer- Antialiasing: MSAA…
Hey fellas, I was wondering about edge padding distance in Xnormal. If I am doing a 2k map, I heard it is recommended to keep the number at about 16. The issue is UV islands bleed onto each other pretty bad even at the distance of 8 and the normal map looks messy when using that number. Most normal maps I've seen here on…
I've recently learned that edge detect node doesn't transfer over from designer to painter yet when exporting a material. I have two questions. The first is, does anyone know how i can export the material or a baked version of the outputs without using the actual substance in painter so that I can get roughly the same…
Hard question to word, basically in 3ds max I used to be able to use the Scale Tool to scale down some edges, but I could have the scale tool move to the last edge I selected, so when I scaled them the edges would stay in the same place but be scaled. How do I do that in Maya, when I try to reszie the edges they just move…
Hi there :) Im having a bit of difficulty in zbrush producing good normal maps. My problem is to do with seams. If i make my mesh completely soft im still getting very hard edge seams in my normal map bake from zbrush and i dont really know why. My process is this; 1) Create low poly mesh inside maya & make a uv set.…
Hi! You will need sufficient texture resolution for edges to get picked up nicely, especially with tight edges like here. To optimize the use of texture space, break down the asset first. For large areas like wall and roof you can use tiling textures, especially here where edges seem to be covered by meshes. Parts like…
I judge this by the size and prominence of the edge. If the edge is noticeable in the silhouette then I'll tend to bevel it. If the edge is hidden away - perhaps it's on the bottom of the model or a part facing towards the inside - I'll leave it as a hard edge. It also depends if the edge is part of a UV seam. As those…
I have a rectangle whose long side I would like to make parallel to another objects edge. I have tried all my newly learned tricks and nothing is sticking. The closest I have gotten is moving a corner of the rectangle to the edge I want it to be parallel to but this only gives me 50% of the solution... I have tried…