Also, when you have your rotation manipulator in the center of the screen and drag an axis and hold the mouse and move it to the edges of your screen, it will count as smaller margins so you just keep it at the edge and move tiny bits. Instead of actually scaling the manipulators which only get in the way:P
@Larry All you should need to do is re-import the mesh after altering the light map UVs. @jewski-bot That looks like UV edges. See if you can add more edge padding to your map bakes. @Quibees Your throne is looking quite stellar.
yeah you dont want seperate objects with normal maps most of the time. the hard edge would make it blaringly obvious that its not round and its made out of polies with all the hard edges. i think the normals on the nails do a good job of hiding the fact that they are low poly.
I love the fact that you extruded the edge ring or and attached that plane to the belt area as well as lofting, I am only guessing and tucked the edges into the sleeve to make a really elegant and low poly coat with really nice results I will have to use that idea sometime. Good job!
I suggest to check the topology and vertex normals of your model first. Those gradients you see there exist most probably because of vertex normals in corners of any surface supposed to be flat having some random subtle inclination . Ideally you model shading of such hard surface things should show perfectly flat ,…
For baking normal maps, as a rule of thumb if your mesh has edges that are 90 degrees or greater, that is when you harden the edge and split UVs? or is that not necessary? If your weapon model doesn't have a contiguous mesh and is made up of different pieces, that is when you do an exploded bake. Then the next step would…
I know Modo has an edge slice tool. While it's a great tool, I'm wondering if Modo has something that allows you to manually draw edges across your model. Basically like the MultiCut tool in Maya. I know Modo is inherently different, but I find it hard to believe one isn't shipped with the software.
hello i was reading a lot of stuff abount normal maps i understand them quite a lot, but i have this model Here is WireFrame And HPM I dont know how to bake round edge, should i add some supporting edges and bend them into the HP shape ? I have problem only with round or Cylindrical objects, sometimes there is wavines.
This might be a locked core functionality but just out of curiosity. Would it or is it possible to disable moving a face or vertex without the transform gizmo? What I mean by this is.......when in polygon mode or edge or vertex......you are able to manipulate the face,edge,vert directly without using the gizmo.....ideally…
So when I go to bake my normals in substance painter, the bake captures my edges and details i wanted, although I get some weird edge artifacts on my flat surfaces on my model. The lines are where ive connected vertexes together on my low poly. Is this an issue with my low poly topology or something else?