okay so I recently have been hearing some different opinions on floaters. I recently modeled a jukebox and there were quite a few details on the back that I modeled in instead of using floaters. Why? because I thought it is more impressive than hiding from the fact that you can't model and compensating with floaters. And…
Hey guys im also following one of Tim's tutorials and having a floater bake issue and could use some help. Before this issue appeared I had this issue... which was caused by an ngon i missed and had to re UV map the grip. Now that i solved that it no longer bakes some of the floaters from the highpoly mesh... My previous…
Title pretty much describes my question. Lets say you are doing a rail for a gun, is it best to leave them as floaters or connect them together with the barrel? And that is best performance wise.
Hey guys...I have no idea why this is happening... I don't think I've baked floaters before...decided to do it on a project I'm working but then I noticed some weird stuff happening...so I created this example to show what's going on... The padding of all the floaters stays inside of the UV island...the bar for example,…
floaters would probably be best. you could start it out as a floater, turn on snaps to vertices and cut around the floater's edge. then weld. that's one possibility though it's probably not the cleanest method.
Hey guys, I have a question about curvature maps and floaters. I noticed if the geometry is not part of the High poly, the curvature map will not render out properly. Here is an example: This is the model in max: Basically the piece with out the extra geo around it, does not have a proper outline. The piece with the extra…
Ive been trying to find tutorials on floating indents when bake normals but cant seem to find them. Ive seen some people on here indent, but how do you fake the intersecting? Do you flip the floaters normals and hide the intersecting geometry?