Try to bake using a cage inside Xnormal. This method is called "averaged projection" (refer to the article i mentioned). The method you are using, i believe, is without a cage, called "explicit projection", and usually it results in those black lines along the hard edges. But before baking using a cage, make sure that…
this might sound incredibly dumb and I could be wrong but you could try production baking if u were not. If you used production bake WITH say 64 lightmap res and it STILL looks the same, make sure that the swarm agent is actually working on your computer, heard some people had issues where the swarm agent was not allowed…
esta exelente me gusta el estilo. depronto el nombre se puede cambiar para que la gente no busque el porque al tema de tortura. y estoy deacuerdo con que deberia agregar edges en las llantas. los necesita totalmente.si tiene un limite de poligonos bajo puede quitarselos a los objetos pequenos como la lampara colgando, la…
So here's the mesh including the back of the head and neck. I need to clean it up a bit look wise. I wanted to ask about topology. Are there any resources for how to better segregate or define the topology so it shows up nice and uniform? where do you build the "splits" in the topology where you end up with a 3-sided…
I'm surprised not many people have brought this to Quixel's attention as I've heard at least a couple people mention this missing feature in passing and how it is a major flaw. I've just compiled a couple example screenshots below. As you can see the object on the right has a seam separating the two faces, while the left…
Looks great so far. I won't be able to try this tool out for a while so maybe the suggestions below are already implemented, but here's what I would like to see that I didn't notice so far: A smart select feature when creating quads verts/edges so that you don't have to have the cursor right over the component (be able to…
The edge flow looks great to me! The eye section looks fine as well. But before you take it into zbrush here's a few things to consider. 1. I would suggest adjusting the distribution of your loops to get everything a little more evenly spaced if your goal is to use this as a base mesh for sculpting in Zbrush. 2. Close all…
Ok I'm not a Normal Map Guru, EQ or a few others might be able to give several points. But from what I can see the high poly has baked to that standard due to your sharp angles. The angle differences are all pretty much 90 degrees and this can't be read onto the normal map very well at all. Chamfer these edges more, make…
Suprised nobody mentioned this before.... In 3DS Max there are several tools that help you optimize, the main and most important one is if you select a loop and hit Ctrl + Backspace it deletes that edge and the vertices attached to it. Other handy tools are located in the Graphite Modeling Tools ribbon interface the two i…
Yes, the script it's taking care of uv's outside the 0-1 space and also it duplicates the selection if there are tillable uv's(uv shells that starts on 0-1 and finish on 1-1 for example) At a first glance I've reed out the uv's data also, but then I had the problem with the uv borders as well so I've realized that it's…