Can you post images of your problem? If so, start a new thread and post them there. If not: A bit of stretching is preferable over a million seperate pieces, in my opinion. It depends on what the texture will look like, but since in a lot of cases the texture of a hard-surface model will contain straight lines, I…
So... I've been wondering. When baking hard surfaced models, I can either put UV seams on hard edges, or just bevel those edges instead. (Which will result in more geo). But when I'm dealing with low poly assets, sometimes I just cant afford all those bevels, So I end up with a crazy amount of UV seams, which render my…
A lot of useful info in this thread! I do have a question here. I don't have model with myself here, but i will try to describe what the model looked like and what was the problem. Take a look at this garbage container: http://wakelydisposals.com/ESW/Images/IMG_0005.JPG?xcache=2216 I was doing something similar to this.…
Problem #1, they don't offer a link to download the CryTB.dll file. Problem #2, it doesn't actually ship in the tool directory of any of the SDKs as they say it does, where am I supposed to get this verion? Problem #3, its not compatible with the latest version of xNormal, that would be OK if they would actually say which…
The gradients are not bad in and of themselves. They are totally acceptable, correct and work perfectly well if the tangent basis of the render and baker match (The encoder is the exact inverse of the decoder). However, problems can and do arise when the tangent basis of the encoder and decoder (baker and engine etc.) do…