Hi! In this case I would consider setting the 90 degree edges of the lowpoly to hard, as currently its shading has quite the gradients, which the normal map has to compensate for. Remember to split UVs at hard edges. Zip and attach the meshes to the thread if you want a second pair of eyes on it. You might find more…
Does anyone have any decent resources for managing edges (edge loops) while adding detail and tieing objects together? Where is it appropriate and how would you go about collapsing multiple edges into a singular edge (generally causes triangles)? Should you hide those triangles in crevases? Or should you be looking to…
This script was requested in one bulgarian forum. The main purpos of it is to find the longest edge of the selected UV island and rotate that island around this edge on predefined angle. You can align selected UVs horizontally or vertically around the selected edge(this can be the longest edge or the any other edge). There…
Currently in the process of modifying an old mesh, initially modeled using an explicit subdivided workflow too a low poly object via bevel edge weights, weighted normals, edge split with additional subsurf at lvl 1 (...for circular shapes) so at least subjectively, a 'quickie' nonetheless : #
Hello,I recently tried to bake this low poly mesh (it has some hardened edges) with an high polybut these black artifacts appear, I really don't know if this is normal or what could I do to make the normal map bake look better?Extra information: -The UV cuts are in the same place as the hard edges thanks Where hard edges…
Look into edge decals and distance field material blending. Right now the meshes have pretty sharp edges and sharp (i.e. no) blending between adjacent surfaces. Maybe look into edge damage or at least chamfer some edges here and there. Also, even though poly counts (!) are not an issue anymore its still a good practice to…
Anyone knows if there's a maxscript out there that will select a ring that's the shortest distance between two edges? I tried writing it myself, but it's going over my head. Can't figure out how to select the parallel edge of an edge selection.