This had me confused for a very long time. The general rule of thumb is to keep any edges close to 90 degrees as hard edges. You will want to make sure that any hard edges are also UV seams. However the part that really confused me was that not all UV seams need to be hard edges, just the ones that are close to 90 degrees.…
Few month ago I've faced a strange problem. When I create polygon geometry in Maya and export it to Max (OBJ or FBX) the hidden edges of the polygons become turned! It's making me mad - e.g. I simply can't export lowpoly to OBJ, bake normal in Xnormal and load it in Maya - the result will look incorrectly. While exporting…
I'm hopeful the people at Quixel will continue to improve on the tools based on user feedback. I've been using the Suite for a little now. I've been trying to get a look similar to taking a Trim Dynamic brush to edges on DDo. I managed to get something decent but something which would make it so I don't always have to take…
Every hard edge needs a uv split, yes, or you will get the "black edge" errors there. Every edge that is hard, or on the border of two smoothing groups, whichever terminology you want to use. Again this is why simplifying your low(and possibly high) makes a lot of sense here. You can also use a blend of hard edges and edge…
Hey guys Im going to try to go through the process of making this egg head guy and put him in the marmoset engine. Some things I have never done before so Im hoping some of you other talented artist can help me out. And critic is always welcome. I want this egg head guy surrounded by other eggs on the table or floor and…
Hi, am using unreal engine and while working on the button labes, i noticed that the white text decals that fall into deep shadow or are lit only by ambient light (Left-Side) appear to glow or have a fuzzy, bright edge/fill, even though the material does not have an Emissive input connected. The decals that are directly…
the environment settings and lights is simple..... default max single light and default ambient. the hand painting could be either or both what ever gets the result your looking for.... whenever I've done this sort of thing it always ends up needing touching up in photoshop and color adjustment. Another thought..... in…
Wow great thread :-B @cturbo I think currently some surfaces have a pretty intense normal map. Some more subtle/micro details might be a better fit for the roughness map, so they reflect differently. For example, currently the parquet floor looks like it has grouts between the different wood panels, I think that's more a…
Invisible or hidden edges only really apply to modeling software. Often the direction of the hidden edges is determined by the program, for example Maya forces all hidden edges to flow in a certain direction so if you want to flip a hidden edge you have to force it to be visible. In Max you can flip hidden edges any way…
awesoem, its looking nice. So regarding the HP edges, i think u can reduce the crease value a little, to make the edges just a little bit softer. not too much tho. Texture wise the gradients and the edge wear is looking great. I would go and add gradients to the shells too, front to back. Here are some oportunities to get…