Hey guys, I've used XSI for ... wow a long time now. About 4 years. Anyway. I've decided I want to go to Full Sail for their Game Art degree (finally some official training :D ) and I've learned they use Maya there. So in anticipation, I've started messing around with it. I've heard XSI is pretty similar to Maya, but so…
I'm trying to use the skewmesh technique for baking normals, but I'm having trouble with the Tessellate modifier creating weird smoothing in 3ds Max 2017. These smoothing artifacts appear in the baked world space (and subsequent tangent space) normal map in Substance Designer. I have a finished, UVW Unwrapped, and Reset…
yes, character artists should aim on having at least one piece that is super smooth with no polygonal edges.. I know a lot of Art Directors dont like seeing straight edges caused by low poly characters. 35-50k should be enought tho.. It might help if you are looking for a job!
OH. 3ds max modelling: 1 = Vert 2 = Edge 3 = Seam 4 = Face 5 = Element - 3ds Max UV Mapping: 1 = Vert 2 = Edge 3 = Face? 4 ? 5... No shortcut allowed for element select toggle. Lets not even get into Ctrl + 1 etc...
Sorry for the late reply im so busy and yes its that line which goes all around to the head here is the texture diffuse map Edge padding ... i think that`s it right ? but edge padding and Ddo arent good friends right ? sorry i`m new to these stuff obviously
In that case you'll need to re-bake your normal map. Hard faceting at each edge means that the low poly wasn't smoothed for that bake. this thread may help too, but it sounds like you're getting the gist with hard edges/uv splits. http://www.polycount.com/forum/showthread.php?t=81154
Ok Joe did a test with what you suggested and there is some skewing happening, thanks for showing that to me. The 3 small 'bolts' are the test with the closet being skewed, to a bit less degree then yours because of the distance to the next vert of course. The edge facing us is chamfered, the edge facing away is hard.
Little update, started adding support edges and what not on the main body. I'm wondering if I should extend the strip on the front, near the top of the camera a bit more. At the moment, the effect on the silhouette is fairly minimal. Aside from that, getting support edges in there is going to be a pain due to how small the…
Yep, that noise is as good as you'll get it. Reason why in thread linked above. Move on with your life =P I would be more concerned with the artifacts you're getting around those thing edges. Soften/enlarge the bevels on your highpoly and those edges should bake out a lot better.
Looking good, nice approach to the webbing on the back of the vehicle. A lot of your edges, especially your water canister have sharp edges as Konrad pointed out. I think you can afford to bevel those out a bit, just loosen up in some corners and you should be golden.