I have always wonder what these artifacts are in maya, usually you don see these in marmoset or substance but i need to show my work in maya for work, at the end of the sleeve you can see this diagonal in some of the faces, i tried unlocking or averaging but nothing works, hardening the edge is necesary? even if im baking…
first i wanted to say thank you for the input you are giving me! and for the modeling of the characters, im sculpting some detail that will need to be baked so yeah, im just curious of what are the standards of edgeloops in say sleeves of pants and shirts, i gues i just ned to put more topology in order to not look like…
Try the "Soften/Harden Edge Tool", which you can access from Shift + RMB marking menu when the object or edge components are selected. The default option is 30 degree threshold, which means anything over 30 degrees is made hard, and anything less is soft. I believe that default setting should give you appropriate looking…
Well, overall this topic is really quite complicated ... mostly because there is just so much partial (and sometimes straight up incorrect) information out there. Now in your particular case here the Maya shading (according to the default Maya shading calculation, which is *not* standard compared to other apps, as Maya…
Make inside edge loop split /hard / with split vertex normals / whatever they call it in Maya and slide it up front a bit as well as having uv seam there too You would be able to make the sharp looking edge rounded by a normal map too.
i guess another thing i could do is to add 2 loops to make it look rounder, what would you say a good edge count would be? i have been looking for the game ready assets of famous videogames but could really find that much.
Well as always with this topic, the issues come from a factor being not taken into account. Here it's the fact that most bakers will treat a hard edge as a split in the rays being cast, unless forced otherwise by a cage. But there is also a limit to what one can control anyways, since baked textures can't ultimately make a…
Well it's tricky isn't it, because an "oldshool lowpoly" model (say : Ape Escape/Kingdom Hearts PS2 era) wouldn't need much geo at all (under typical game engine rendering of that era), because the shading would be very soft and even a polygonal-looking trim in the texture at the end of a sleeve wouldn't be shocking. Yet…