This inward extrusion in a low-tesselated sphere is a problem that's not easily solved with opensubdiv. Both chamfering and creasing mean that the corner points get displaced less than the surrounding low-density geo, making the ridge poke out, especially if it's a cube-shaped extrude like in the video.
I looked what properties does the UDK pre-installed assets have. And I solved it! So happy. The SRGB has to be switched off, Unpack Min -1 and Compression Settings TC_Normal. So happy! Going to make some playing around. Thanks heaps :)
I know that this is already solved, but I want to point out that I noticed that in the normalmap texture, the problematic part seems to be twisted around. Notice that the problematic bits are diagonal. The very topmost vertices must have been grabbed and turned around slighty. This "seams" to be the culprit.
Hi, i'm on the 3.04 now. It's a little bit better, but still, it's not really solve. :/ Is it a common issues ? :o Could i do something to avoid it ? I'm a beginner and my production workflow need to be improve, so if i d made a mistake :) Thank you again :)
General update of the mesh, doodling around here and there and trying to solve some design issues I have. Some areas that got really problematic shapes and where I've been sloppy and kinda designed myself into a corner. I'll just keep grinding on it I guess :)
@PyrZern You don't actually know when you want to make a 4k texture or just a 1k texture Obviously the higher the resolution, the more details you can see. It's a big puzzle that you need to solve and eventually you want to create a scene that is effici
never seen anything like this, but i only tested the trial version for couple weeks and went back to use mudbox2011. are you getting this on the trial ? if not, try downloading service pack 1 and see if that solves it. SP1 supposed to have fixed some bugs related to retopology.
Make sure you have the settings below for FBX export: I have always had triangulation issues with OBJ from modo, using FBX now solves this (thanks for adding this option Quixel) Make sure to flip your normals (if baked in modo) cheers
I can relate to this. There have been times where I've been racking my brain trying to come up with a solution Whether it's workflow or melscripting. The harder & longer it takes to solve, usually the more rewarding feeling- Instant euphoria Conquering the greater Mountain , and all that...
musashidan: you've solved my problem, thank you! and @kanga - yes, the swift loop tool is just like the Maya insert edge loop tool, only it lacks an option for creating multiple loops in one operation which the latter offers. Thank you though!