I was having some uv problems and the person helping me told me to make sure I split my uvs up if there is a hard edge which I understand. I am confused about being told that all uv seams should be hard because if I have a human face or maybe a small animal and I cut up my uvs to fit in my map I dont want to make those uv…
Hard edges on the low poly, on every UV seam. Also hard edges where ever there are hard angles (like more than 60 degrees or so). Then rebake the normal map.
hi people! i've been working on this model learning more about hard surface modeling, made and rendered in blender and the textures in substance, it's fully rigged although i'm not the best with rigging yet.
Hello, so i ve read the guide for uv unwrapping and baking. it says where u have hard edges in your mesh, you need a uv border. but how do you unwrap a mesh for baking that has no hard edges at all ? an oversimplified example of a mesh without hard edges: kind regards
yellow means locked normals in maya - so all your normals are 'custom' guess your confused by this - so i think you should unlock normals and reset hard edges, and it will behave as expected.
Rotate the individual columns so the topology lines up as best you can at the seam to minimize cleanup. Then cleanup, because there's always cleanup in boolean ops. Finally, add a bevel or hard edge at the seam.
Gotta agree with Mik2121! :) Also, if possible, I'd like to see some different kind of hard-surfaces: for the moment, we did "mechanical" hard-surface. What about "electronic" hard-surface? For example: