I experimented with using them but they seemed to be causing more issues than solving them, so I opted for making two texture sheets (one for metals, one for non-metals) that have the normal map details in the same sheet as the tiling texture.
Thanks Miroxs, Would it be possible to try 1.6 and see if this issue persists? A bug with non base 2 texture sizes was fixed in this version and might solve the issue for you. If not, let us know and we will be happy to troubleshoot this more in-depth with you. - Teddy
Some screenshots with the problems would be nice, as well as the baked maps - issues will get identified and solved faster. The quick fix for most discrepancies between max baker and max viewport is adding an Edit Normals on top of your mesh (and not changing anything) then collapsing.
While I agree that making a tilable section of rope would have been a better idea, I think that just changing the projection distance will solve your problem. In Substance Painter it's the "Max Frontal/Rear Distance" parameter, try something smaller.
Did you read this topic in the Help? Might give you some tricks to solve it. http://docs.autodesk.com/3DSMAX/15/ENU/3ds-Max-Help/index.html?url=files/GUID-39E321E5-962B-49C2-BD05-B1FA3F48BA26.htm,topicNumber=d30e354555
So you have a cage, in which case, it cannot be intersecting faces. So my next best guess is inverted normals/face of the model and/or inverted UV shells. Try resetting your XForm on the low before baking, it should solve the issue.
Thanks, Joopson! I went to "Gamma and LUT" in "Preference Settings" and I turned off "Enable Gamma/LUT correction". This has apparently solved the problem, because I can see the image clearly. Thanks, mates, for your help and attention. :smile:
mip maps on veg...depending on engine (that ole caveat)...its very important usually to get a good and consistent texel density to start with that and having the code LOD the mips at the correct distance/ angles anistropic solve so many of these issues i miss it... :-(
some of those edges they are handling with alpha. They did a cool idea of using alpha for the outline corners. Not sure how they solve that tho. Perhaps the player never rotate the camera? The 2nd DOES have a hard edge, it's just antialiasing of the screenshot that makes it smooth.
You are right, this solves the issue. Thx! Just to note that the dilation here is the padding between UV shells, I have to set it to around 8px (assuming a 2K texture map). And SP by default will export textures with infinite dilation for reasons mentioned above.