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
Not sure. Should I? I literally just clone the Low Poly mesh(with UVs, Smoothing Groups and all the junk that may be cloned in the process) and use Push Tools/Move vertexes along normals to increase the cage's volume a tad. I thought only the cage's vertex information were important in the baking process so I never…
I'm not much fussed on render speeds. I'd rather use one program, one that I know like the back of my hand. For rocks and tree trunks and organic assets made in zbrush though, I use Xnormal, with a max cage. You think this is alright to go with? Hard edge with max, using splits and smoothing groups (to uv's with tex tools)…
Problem #1, they don't offer a link to download the CryTB.dll file. Problem #2, it doesn't actually ship in the tool directory of any of the SDKs as they say it does, where am I supposed to get this verion? Problem #3, its not compatible with the latest version of xNormal, that would be OK if they would actually say which…
Great article/read EQ...I was wondering if you could clear up a few things for me??? 1)I think I might have the terminology wrong...are UV splits and UV borders the same thing? 2)Are edges considered hard because its on a 90 degree bend or because the edge is between 2 separate smoothing groups? 3)Is this what you were…
I understand the point, it's just a very long post with lots of caveats for something as simple as "use hard edges on your UV seams, except when using 1 smoothing group workflows" and showing a picture of it with and without. I should of treated it as Unwrapping-Baking 101 education, instead of delving into it deeper. ;)…
Hey there guys i already learnt a lot of this thread, but im still struggeling with my normal maps... So i cant really show of anything here, because it just doesnt look good enough. Really annoying, but i havent found a way out. So i modeled this lamp and created a highPoly around it. Then i scaled the lowPoly so its just…
LODs and normal maps get tricky for a number of reasons. There isn't ever going to be any great solution whether you're using hard edges or not, simply because normal maps depend on the lowpoly mesh normals of the highest LOD, so when you remove geometry you're editing those normals and you'll always get smoothing errors.…