Yup, Marmoset has a tool where you can paint where you fix projections, and people have in Substance setup workflows to blend between 2 projections https://www.youtube.com/watch?v=cVPJwMivw5I https://www.youtube.com/watch?v=sGC2X6Qazvs
Yeah but they usually do double the shadows in some areas. You can always paint those out or just reduce opacity on both AO. It's usually bad idea to have 100% black in your AO anyway.
Normal maps aren't explicitly needed or not needed for any particular type or style of asset. I would think of it this way: Do you have detail that will affect shading? If yes, do you have the triangle budget to control it directly with geometry? If yes, you probably don't need a normal map. If not, you probably do need a…
hey, yeah i read it. I guess i'm following the same lines as MM. With the hard edged method you have a LOT more breaks in your UV. It really has nothing to do with using the same UVs in your example, because your UVs have already had time put in to support the hard edge workflow. What I am saying is, that if you use 1…
I painted the grunge on this skateboard wheel in mudbox. I remade it a couple times and made sure there are no seams in Mud but always shows up when rendering with the normal map in Maya. Think it's something to do with vectors sharing two UV's which I don't understand. I've tried splitting Uv's, and cutting UV edges -…
Hello peeps. I'm currently making an anime style character for a game, and i'm a bit confused regarding normal maps. So, do i even need normal maps when creating an anime character that will be toon shaded? Because, as it seems to me, all of the small details on these types of models are hand painted, and not made with…
@kat_sta Are you talking about the padding? Certain programs will add padding around UV shells to protect against edge and color bleed when mipping down, also to prevent unsightly seems. Basically takes the edge pixels and fills in the spaces between the UV shells with the sampled colors. My guess would be that 3D coat did…
Urgent Help Required! I think this is the proper thread. I'm doing baking in Maya and i'm ending up with theses nasty lines all over my UV seams and edges. How can i fix this? Here is an example of my bake. Output map FYI. I know i can paint over it with Photoshop but that's possibly the dumbest way imaginable as a huge…
Indeed, normals are nice and crisp. By inverting the Y channel I can replicate the problem you had, so that was definetely the problem. The seam you are seeing now in the right of your image, it's 99% sure a diffuse problem, not a UV problem. Make sure you paint your UV's atleast 8-10 Pixels extra out of the actual UV…
Here is the final bake, screenshot taken from marmoset. I think it's probably the best bake I've ever done(I've always had waviness, artifacts etc that I had to fix in photoshop because I didn't know how to properly bake and unwrap). So, thanks again, can't say enough how thankful I am, this is a matter that struggled me…