@Dethling better but still doesn't look good. Basically every border edge looks wrong and it can be fixed by baking with hard edges, split UVs etc etc but synced workflow is about getting good results without going through all these motions.
That's Syria and Iraq, for anyone who hasn't noticed. The vast majority of that grey swathe is empty desert; the vast majority of the population resides in the thin strip down the western side. Aleppo, Homs and Damascus, the three major cities, are all right up against that border ;)
Universal steps: 1. Borders of UV islands should be hard edges ( different smoothing groups for 3dmax) 2. Make proper cage and export it with low poly. I also recommend triangulating before export. 3. Bake with xNormal, using external cage.
Id much rather play on a smaller area centered on my screen than having it upscaled and blurry to fullscreen. I tried disabling upscaling in nVidia control panel and it adds a black border but it still upscales.. Anyone know how to do this? Ive seen it before but never knew how to enable it
ok so i'm making the switch to 2008 and having a few issues. #1. My uvw editor wont display any edges. Maybe this is a max thing from the past but I have never seen it. All I see are the border edges. Nothing inside. Any ideas? More posts and questions to come.
Hi, polycounters! I get this weird issue with my normal map within Unreal, normal map is exactly the same on both sides of the seam, compression settings are on 'Masks' and RGB is off. I tried everything. Border is where the UV islands are separated. Has anyone experienced that before? Please, help out
Hi everyone, Pretty straightforward question here. Apparently there's an option in Ddo that will blur the edges of a texture near the UV borders which can help hide unsightly UV seams. Problem is, I can't find this option anywhere! Could someone please point me towards this infamous "Hide UV Seams" checkbox? Thanks!!!
The polypaint density feature in Zremesher: then there's this method(from the Zbrush docs) ZRemesher has the ability to retopologize only the visible portion of a partially hidden model. In this case ZRemesher will automatically maintain integrity with the hidden portions. To accomplish this, ZRemesher can use two…
this script will turn the uvs into geometry which maybe more useful for you open it in maxscript editor and with the boot selected press ctrl-e.... then you can scale to match the boot convert the border edges into spline shapes and export those to package that can print to size ?
It really depends on if the company has a physical presence in your country. They can't impose law on a company that doesn't reside within their borders. They may have to abide by certain trade agreements if their nation is a member of any relevant treaty. In any case, it's best you ask an expert.