Hi! Do you have any modifiers on the mesh you bake to? If so, check the modified UVs to ensure they are not affected by a modifier (bevel). Either duplicate a part that is affected apply all modifier, there might also be an option in the UV editor to preview modified UVs.
i modified one from highend3d. it's simple and works on number of scene changes. there are a couple of parameters you can modifiy. www.fadeone.de/files/autosave.mel hope this helps...
FBX Bundle 1.5.0 is out! new website & download http://renderhjs.net/fbxbundle/ Changes * New modifiers system: Any of these active export modifiers are applied upon export * New platform system: Unity, Unreal, Collada, glTF * glTF support (requires official glTF addon) * New pivot mode: Empty plain axis object. * Include…
For future prosperity... There is a slightly simpler way to handle it. A) In the material editor, assign a gradient/gradient ramp to the diffuse slot of a material, go into that map slot. B) Set the map channel to 2, this will cause only this map slot to use UV2. C) Apply another UVW Unwrap modifier (you can delete this…
after replying here people asked me if they could have that script with the spinner that lets me smooth surfaces without the usual hassle in 3dsmax. The picture I posted back then was: http://www.renderhjs.net/bbs/polycount/tips/quarantine_map_smoothing_groups.gif its a common task for me fixing the smoothing groups of…
do you have overlapping uv´s? if so offset all other parts with an value of +/- 1 or if you project from the same model than give the one with the projection modifier a smal push modiefier first
This has actually been very educational for me as I actually see a lot of hostility towards a perceived AI advocate or sympathizer! LOL I knew that it existed but have only seen hints of it (I get that way when AI fan boys extol the virtues and greatness of it because they have a financial stake in it's success), I am not…
I'm glad you posted to ask for help with this as the last thing you should ever do it edit your normal maps in Photoshop to remove stuff like this. It opens a huge can of worms & can really mess your bake up :) For the custom cage, I use this method. * Triangulate your LP mesh using the Triangulate modifier set to Beauty.…