Exactly! You don't use a cage in xnormal so you have to soften all of your edges to get usable results, it all works together. Give this thread a read if you don't see the connection: http://www.polycount.com/forum/showthread.php?t=81154 Edit: Also, in Maya by default your "envelope" (cage in other apps) is averaged, so…
So, you WANT to break the cage at your SG and cause seams/gaps in the projection? For what reason? Generally this is something you should avoid. If you're getting skewing etc there are a lot of different things you can do, from re-thinking your geometry to cutting in a minimal amount of extra verts around the skewed…
This thread? http://www.polycount.com/forum/showthread.php?t=107196 Or possibly this one... http://www.polycount.com/forum/showthread.php?t=81154 These are sticky threads in the Technical Talk section, BTW, for future reference.
The cage produces distortion because: http://www.polycount.com/forum/showthread.php?t=81154 see the "skewed detail" for a better explanation And here is a solution [ame] https://www.youtube.com/watch?v=NRNL_21Ee_w[/ame]
Here is a wip of the lo-poly for the wagon. I'm trying to really do things one step at a time and understand the process. I found that working on one piece at a time really helps. I've also tried to start thinking about my pipeline as a whole and break everything down into simple steps. There is so much involved in…
Those gaps look like you aren't using a cage/averaged projection mesh. http://www.polycount.com/forum/showthread.php?t=81154 Though it looks like you haven't split your uvs at hard edges either.
Hey this is looking pretty nice. For next time, I think a little more wear focused on the seat where someone would have been sitting would help, given the the amount wear/rust you have on it currently. Also as far as weird stretching on the feet (assuming you mean your normal map bakes) I've found the following thread…
yeah even with a background in art its tricky to get where you want to be in this field. I studied illustration before geting in to it and although have an art background helps, it's certainly no guarantee. The only way is just to practice all the time and redo the tuts until it sinks in. There is a great normal mapping…
Firstly you can't blend AO into a normal map, unless you're just trying to visualize the difference? Secondly, a baker can pick up 90 degree angles. I use 90 degree angles constantly without issue. For example, the UV islands on this mesh are only split by smoothing group changes: Despite having many 90 degree changes…
I'm not sure what the deal is with the white speckles all over the normal map, but some of the problems on your edges and cylindrical objects might be caused by size/shape differences between your high and low poly meshes. Take a look through this thread, it might help you fix some of the issues.…