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…
do you think exploded AO bakes are more accurate/realistic given the fact that they are exploded and not in the actual occluding state they should be in final model ? i know you can do a separate contact AO passes and combine them, but is it same quality ? as for having a bake process that requires no cleanup, its a great…
@ mAlkAv!An Thanks, that was exactly how it looked for me. But if you look really closely you can see the edges running around especially on the extruded box. It becomes more visible if the diffuse color is not white IMO. You really have to look twice to see it, maybe this is just how it supposed to look after all and I am…
Can anyone help me ? The seams pop-up when i apply the normal map and i can't figure out why .... This is a picture without normal map : http://prntscr.com/ailiuh And this is a picture with normal map : http://prntscr.com/ailjjg Why does this seam appear when i apply the normal map ? And it's not visible when i apply just…
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…
@ eq one quick comment - If i were to uv this, i wouldnt have put a seam where you did on smaller thinner edge of the haloscope, i'd have that welded to the main housing, which a single smooth group bake would allow me to do, this is better because when im painting edge wear on that edge, its 100x easier and faster to make…
so it all boils down to compression(like polygoo mentioned) being one of the main problems ? seriously, think about. you will never see such compression errors up close because the chance of such low mip levels showing up in game is rare and only for low LODs. not to mention with diffuse map and other maps added these talk…
not at all! at the end of the day, every process has some positives and some negatives. for example, i would avoid exploded baking at the cost of couple more hours to have a more realistic AO bake. if i have to do couple minutes of manual cleanup, so be it. i want a better end result AO. you mention the brink guns, but i…