Hi guys! currently im working on pistol. I dont know what's wrong with the normal map. There is some weird edges on it. Also, where should I harden or soften edges?
I thought it was super smart to simply put the rounded edge value on a low poly object, and bake it. The problem is, I get seams at the hard edges (no cage). Is there a way to circumvent this? :O
Well I think it's an interesting approach for sure - really quite equivalent to baking a round edge shader on a hard-edged Low. It would be interesting to see if an asset could be done fully that way (knowing that the Low would need to be dense enough to not have overly facetted cylinders). One worry is the triangulation…
Does the lowpoly shading look good with the normal map applied? Hard edges are certainly useful to control the shading of the lowpoly, especially at steep angles - just remember to split the UVs along hard edges to avoid artifacts! Maybe check out Making sense of hard edges, uvs, normal maps and vertex counts?
Hello :) I swear I've worked with an engine that has this capability in the past and I am hoping you folks can help me find out the name of this technique, so I can read up on it. Have you ever seen or worked with tech that could control edge softness right in the engine? So if I have a hard edge in Max on export (each…
Am I missing something in Maya? I model in polygons and use edge loops to define my hard edges. Then do a smooth to get that sub-d appearance. Whenever I select my hard edges in Maya and preform a Bevel on it, it completely messes up my edge flow and gives me N-gons everywhere. But I also must ask, If you are putting a…
You can only weld open edges to other open edges, or verts that are connected by an edge, you might need to edit the triangulation or create an edge between the verts before you can weld.