Is this really the case in such strong terms? I still bake in SP. Haven't tried TB yet for baking. This paragraph just might be the reason to give it a try. :) As @pior says people confuse 'smoothing group splits/UV splits' with UV splits on surface angle changes. OP - what padding are you using? It looks like you only…
I really need to update the forum description to mention that its off-topic game art chatter. [EDIT: Done] It doesn't always have to be about pixels and vertices but should be within the realm of game art. I just nipped it in the butt earlier than most get noticed. The gist: Trying to keep Polycount focused, unlike other…
Ok! So i actually found the solution to my Probleme B! It had to do with the hardware Texturing tab in my material. If i set the Texture resolution to anything else but Default. it will take the coordinate of my meshes UVs and tile it according to the resolution i specify... So that explains that! But this raises an other…
The sharp corners will make your highlights smaller and disappear at short distance, it won't really cause that kind of problems. "Holes" in the normal map usually occur when the high poly is sticking out outside of your cage when baking. For the pixelating in UDK, which compression settings are you using? UDK is pretty…
It may be beneficial to just learn 3DCoat, Bodypaint, or Mudbox for these kinds of things. I personally use 3DCoat as I've used bodypaint before but I'm just not a fan of the interface and it's pretty unstable for me. All of these applications allow both projection and direct paint on the model (per-pixel instead of…
substance designer and painter. photoshop's really fallen away for me since getting good with those. I still use it for the odd task where its best and fastest for something particular or a quick image edit but that's all. Designer gives me a gods eye view of what every pixel is doing, super control and super non…
Awesome, thanks for the tips! Yeah I sculpted him in Zbrush first. I tried to add more detail but the shirt for example, was around 4 million points and even then when I tried to use an alpha for some cloth texture it was turning out all "pixelated". Maybe i was just too close and that doesn't show up when you bake though?…
That's the way it works, it's called texture filtering. You can disable it in two ways: 1. Disable texture filtering. But then everything on screen will be pixelly, like Playstation 1 graphics, or Quake I. 2. Set the texture to use Clamp address mode, instead of Wrap.…
I tend to use mentalRay and basic light setups, seems to be work the best when you are dealing with normal maps anyway I use the production:finetrace preset for mentalray and make sure I change the pixel filtering to Lanczos (in the render globals) then its just a case of experimenting with your light setup and then…
Your last image doesnt show up. Are you referring to the hard creases your getting on the corners? Your going to see the corner geometry with a normal map on, no way to really get rid of that with a 90 degree angle. Id suggest doing a bevel on the edges of the low poly, then see how that turns out. Also, you shouldn't have…