So for those of you that have had the fortune (or misfortune) of using the Torque engine. Can you tell me these two items that I have had a hard time searching for an answer to. Tangent space maps: Red should be left or right? Programmer thought left but unsure. In case he was wrong and should be right, I just would need…
Hi there, i know...its yet an other normal map issue but i want to ask if i am doing st worng here. in the eat3d fountain dvd they use a workflow like this: - Creat highpoly - create Low poly - create UVs - insert edgeloops around corners ( no chamfering ) - Bake maps - delete edgeloops ( to get less confusion : all cubes…
Hi, so I'm new to 3D world and I thought why not just put in some pieces of work and ask for advice. This is a sword I created yesterday using Maya. It's one of the first meshes I created myself so bare with me :D Before I have mostly just done tutorials and tried to follow them. Unsmoothed: Smoothed in viewport:…
Hello - no problem, always happy to help :) A few more things : - - - - - "Something else I clearly never knew up to this point is that...a model can be lowpoly like Sdiv lvl 1 and for the render only to go highpoly like Sdiv 4-5, is that right? Sorry for being so noob, but I never really needed to use this for my cubic…
I've been using it almost exclusively since 2017 hit. There's very little settings to worry about. The quality setting is "Signal to Noise Ratio", so if you set it to 20.0 db, you are basically asking to get "20 part clear, 1 part noise". Choose Fast Path Tracing instead of Advanced. Advanced may have some benefits, but…
@Shrike "Now thinking about it, Max only has smoothing groups but no smoothing splits right? So can you split this properly at all in max?" Yeah absolutely, you could split it with a single button click in Max. Also, I do remember seeing your previous thread. Regardless of syncing tangents and having it shade correctly…
Depends. It's a tradeoff between better texture resolution with having 4 times repeated same texture (forces you to be more subtle with details, unless you want it to be visible) and lower polycount with lower-res less repetitive textures. For smoothness? If you meant smoothing groups (smooth/ flat shading in blender), you…
The messed up edges in the picture you linked are when you have two different smoothing groups that aren't on seperate UV islands. The one way I know to fix that if you want to use those smoothing groups is to just break them apart on the UV. Most people seem to prefer using as few smoothing groups as possible however…
It looks like your edges are at or above 90 degrees. these will need to be lessened, (like 80 degrees or less) or they'll need to be hardened and the uvs split along those edges. If you look below, the boxes on the far right have a similar issue to what you have, smoothing issues because the angle of the low poly's edges…
First off, you'll need to break up your mesh smoothing wherever you have a UV seam or hard edge. That's where those nasty gradients are coming from on both your low poly model and normal map bake. Generally wherever there is a 45 degree angle you'll want a hard edge and split UVs, use your discretion; if you're seeing…