UV your box so it has less UV seams, like make a single cross-shaped layout, or a couple L shapes (for better texture-space usage). Then make hard edges on the UV edges. All hard edges should also be split in the UVs, but not all UVs need to be split with hard edges. See that thread for clarification on this point. Then…
To make this clear - this is an art test I completed and turned in a week ago. The purpose of this thread is to show the thing off, show the stages of progress, perhaps help people learn to do it, and maybe get some tips for doing it better next time. Hey there Polycount, just posting some WIP screens of this art test I…
I've got a license for Quixel Suite, but have yet to use it for anything except the demo models. I don't have a problem making models, but the issue comes down to making the different maps it asks for. I'm using LightWave 3D and have a hard time understanding how I can generate the maps. Anyone using LightWave who can shed…
Hi guys! My name is Nikita, I'm making a Dbal a3 laser model. With working mechanics. It will be animated and show how its mechanical base works, etc. I originally went with the CAD (Plasticity-fusion 360) pipeline - export via Plasticity - to Zbrush (finishing High poly) - blender (creating low poly) - marmoset baking -…
Hi Sunray, The reason you are getting the issue is because you are reloading/reprocessing the normal map via The Integrator. This is only a potential problem if you reload the exported normal map via the the Norm/Deriv button, which you should really need to do if you are using out Baker. The exported "baked" normal map…
Thanks a lot for replying to my thread! The bake I did earlier actually had issues with the cage. My cage tweaks in xNormal's cage editor were not perfect. I was able to improve on it: http://imgur.com/tY2VVgI Your random Barrel look absolutely awesome. Mine has only 24 sides, (786 tris in final). Indeed using more…
I think the problem might be with tangent space mismatch. I don't know if blender can use Mikk tangent space, but most bakers bakes for that. So if you are going to render the mesh in blender, and it does not support mikk tangent space, you are better baking inside blender. Hopefully it supports its own tangent space...
You could just make all of your edges on your low-res mesh smooth. You've got hard edges, but baking it as one UV shell which is giving you those harsh black seams. Split the box element off of the sphere into it's own uv's., like in the screenshot: You're cramming a rectangle shape flat, which is almost impossible to have…
I have this "problem" when baking ambient occlusion for these boots my current character project is going to wear. I have all the pieces separate which would normally cause artifacts on intersections, so that's set up for baking normally. BUT, I don't want the inner space between boots get occluded, because they are close…