The normal map is not the same across the two seams. The smaller UV shell has some light-blue at the bottom, the larger UV shell has darker blue at the top. Crazy Bump has created this problems for you, because its algorithm doesn't look at the mesh at all. To fix it, apply the normalmap in the diffuse slot, turn off…
Why don't you look at their free tutorials first, yes even the ones for xsi. The steps they show seem to apply to max and xsi so nothing too specific. I have done subd in both Max and XSI and as long as you understand how the the subd algorithm works you can apply them to both apps. The free ones go pretty in depth so if…
To add to what's already been said, zbrush and mudbox use different division algorithms, so subdividing a mesh once in each will result in different point orders. However, as long as they both share the same UVs zbrush will import the details based on those instead of the point order. It's handy for when the recreate sub-d…
It is very likely that people who make up sweeping statistics over-esteem their own intelligence. Prove these people wrong who've probably been modeling longer than you've been alive. Test out all the applications, collect the data in a rigorous scientific study, and then after 10 years inform us which is the fastest…
Hey, I am searching for Infos about the technical implentation of how xnormal makes a direction map. Or Vray is able to bake a vector displacement map. I would like to find a full technical "How to do it" for fully understanding the process. I looked a lot in Google for source code, algorithms or anything else but cant…
@Martin I can see one case where it could be problematic. Low poly Modeling : Sometime in order to reduce the amount off poly we can extrude a long poly from one side of an object to the other side while passing trough some other stuffs. In this case we don't want the algorithm to clip the interpenetration as it would be…
alright ill rework the uvs and scale up the parts i think is important. The thing is though when I do that and repack with the algorithm the uv is less filled somehow. Since I scaled up the parts i want bigger I untick rescale (because I dont want the stuff i scaled up get scaled down again) but the problem is that the…
It will probably be the future of proper testing, we're already using algorithms to test games and applications in certain ways. But a full on replacement for a QA-peron would require an AI capable of thinking like a human. Making a rover that runs around planets, or a space rocket is much easier than making games, but as…
Maybe slant some of the bricks with a linear gradient, it looks decently random, but with a bit of Substance insight, you can see the algorithm at work on the spot. There is something about the coloring that looks more like water caustics than surface damage. About your room: maybe use a less noisy wall substance. Maybe…
Decimation master is very smart about what gets culled out of the mesh, their algorithm works really hard to preserve detail. It isn't some brute force poly cruncher, just welding whatever in near, it's very intelligent. Normally what gets hacked out is nothing but fluff that isn't actually contributing to the tiny details…