This thread is far more technical then some of the others, It's been very helpful. My process (guidelines) is very simple for getting good bakes from Maya. * Only use hard edges on UV seams * Not all UV seam should have hard edges, only those that are ~90 degrees or more on the model (i.e. the corner of a box) * Everything…
This thread saved myself long hours of painful head pain:poly127:. Thank you very much for existing:) :poly142: I used to have only one smooth group on my assets. Most of the time I had no artifacts, everything worked fine and superb until 2days ago when I had a different kind of model. But now I know what to do.
final_fight You might also need to check the edges on your high poly model. If they are too tight and take only like 1-2 pixels in your normal map after the bake, this could be the reason why dDo can't generate a proper curvature map. I use Quixel Suite a lot for my current hard surface project and I never had this problem
Just a quick question regarding low poly modelling and baking. When you have two shapes that you want to save polys on, is penetrating them okay? Is it better to weld them as in the triangulated example or to just have them sticking through one another? If it's okay to "penetrate", is it better to have it sit exactly on…
So the stretching occurs because as you can see those polygons are not perfectly square on your model. Therefore when you make them perfectly square on your UV layout it will stretch the texture. If you don't want stretching the most accurate layout would be closer to what you had before. To alleviate some of the…
If its just a drawer i would just make a box delete the top face and then shell it real quick with a custom front face. If this was a hero prop drawer I probably wouldn't sculpt it unless the front face had some fanciful design on it. Just standard hard surface modeling and would probably include the geo of the joints…
baker. as far as i know nothing was ever synced to the broken viewport math. a one SG bake of a gun model i did in max looked the same in max 2011 (qualified normals) and CE3. the project's tech artist told me it was synced to max and i believe him. looks like i'll be taking some work using CE3 soon so i'll do some more…
You should post an image of what your model looks like as it'd make it a lot easier to detect the problem. I haven't tried the new smoothing groups options for Blender and still just use edgesplit so I don't know how well that works. So you could try edgesplit and see if that makes any difference. Otherwise you can try…
Hi - back in the world of Normal baking. I came across this thread whilst researching for a car model. There lots of process here but to break it down - would I ( In Maya ): - For any hard edges on the model make them hard 'Harden edges' option - Split the UV seams on those hard edges ( is this to stop gradients ? ) - For…
Wow, that's extremely helpful. Thankyou. The reason I was focusing on the smoothing groups over the end result is because I'm making this model for Fallout: New Vegas, in which cube maps ignore normal maps completely and go solely off smoothing groups, which can lead to some ugly artifacts. Should probably have clarified…