So I've been stuck with this really awful normal map error for a while now and I can't figure out what's wrong. I'm using Maya to model, xnormal to bake, and Quixel to texture. I double checked and there's no ngons on anything. I've tried multiple solutions I found here and nothing works. I even remodeled the pieces and it…
Yes, stacking UVs, means you end up having less unique UV shells and can scale the remaining ones, so they have more resolution. You could have a couple of variants of an element to avoid repetition. Further variation can be added with some masks on top, either texture or vertex colour. A checker texture can be used to…
I do still have some artifacts when only baking a single object. It's meant to be used as a game asset. Should I stack the uvs instead? Would that help?
Hi! Could you share the meshes? Does the same issue occur when baking just one element? Is this a game asset? Low resolution per element probably doesn't help too. Since there are many repeating elements, part of the texture could be reused allowing for higher resolution. A measure to to reduce aliasing showing at seams…
It's projection distances issue . Ropes and neighbor disk being projected on each other . If the last screen and UV are low res for a game it's insanely hi res for a game. Lots of redundant geometry. As Fabi_G said you need unique UV only if you really need unique AO for this thing . Could be 2-3 unique disks only. Plus…