For beginners I highly recommend you just start by setting your smoothing groups by UV shells. TexTools has a built in script for this in the "Tools" dropbown, or the code is posted/hosted here on polycount. Just search polycount for "Uv islands to smoothing groups". There is a whole lot more you need to know, but this…
Indeed, you will want to enable your smoothing groups and binormals when exporting from Maya. I would also suggest to stay on the "unweighted" vertex normals mode (you can change this setting in the shape node of your mesh under "mesh controls"). Also avoid the triangulate setting when exporting in FBX, it's a different…
Cool. Make sure to try it in your final engine too, if that's Unreal or Unity or whatever, you might not be able to get away with zero hard edges, but you shouldn't need as many as in your color coded image. Really depends on where you're baking and what the end result is and if both apps use the same tangent space.…
Guys hi, I'm new around here. I have a few questions for anyone who is willing to take the time to answer. Concerning UV mapping and unwrapping props. - Can multiple props share a UV space even if you aren't using all those props in the level or is this wasteful? - How are textures made to repeat/tile if you are…
Oh boy, well, first off I will tell you that I do not fully understand these terms. Generally these terms will have more relevance to graphics programers/shader programers than to your average artist, but if you're interested in the nuts and bolts math of the matter you can check out this:…
That's not what the tangent basis is. For example, this is how Max's scanline calculates it (or used to?): http://area.autodesk.com/blogs/chris/how_the_3ds_max_scanline_renderer_computes_tangent_and_binormal_vectors_for_normal_mapping It's basically a lot more codey/mathey, with I'm guessing a lot more ways to go about…
nevermind the first part. I just created a copy and subdivided it in simple mode, creased all the hard edges and baked it out as a LP and then i replaced subdivided model with regular one. The waves are gone. but im still wondering if its possible to combine 2 normal maps and picking the best parts out of them and…
I'm glad you posted to ask for help with this as the last thing you should ever do it edit your normal maps in Photoshop to remove stuff like this. It opens a huge can of worms & can really mess your bake up :) For the custom cage, I use this method. * Triangulate your LP mesh using the Triangulate modifier set to Beauty.…