Setting everything to hard edges will not actually help in maya, unless you set Match using to "Surface normals" which will give you really bad results as the projection mesh is no longer welded or "averaged". The problem here is that you simply do not have enough supporting geometry, so when your vertex normals are…
That UV split/hard edge method doesn't always work well, especially in UE3... Ideally when you want a nice beveled edge to carry over from a high poly to low poly via tangent space normal map you want to add a little bit of a bevel on the low poly as well. Check out this thread:…
Glad to see you continuing i am sure others are just as excited to see the full results of your efforts on this one and to see it through & fleshed out with your envisioning. When i worked on my chick, i wanted the frame & objects of the project to not appear as a lowpoly 3d design. With that in mind i viewed most of the…
To add some subtle wind-like rippling animation, I would suggest using a normal map of fabric ripples, and scrolling this across the surface, masking it to reduce as it nears the edges (perhaps using vertex color as the mask). Do you have some reference video of what you're aiming to achieve? Super-essential I think, to…
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- you can harden edges by using Soften/Harden Edge in the edges marking menu - but if you use support loops like this, you might as well soften all edges - you'll get nice soft highlights on them instead - when doing textures, you need to leave padding/bleed around your UV borders, so you need to extend the wood texture by…
The silhouette of the weapon is fine. I assume what you're having trouble with is getting it to not look like it's flat or beveled like you have it now. You seem to be getting confused by the lighter green material that's near the edges of the blades. Notice that on the original model that all the edges come together to a…
When you stitch you only want to select one of the edges you want merged, not both. Which could be the problem when you select edges in perspective, it selects all of the shared edges. So if you'll need to deselect all but one edge before hitting stitch. You can stitch long sections together, but only select edges on one…
One thing that could help is hardening some of the edge normals. Right now it looks like you have all of your edges set to soft shading witch is wreaking havoc on your normals and specular highlights. Any angle > or = to 90 should have hardened edge normals or beveled edges. Also are you modeling within a strict tri-count?…
Hi, I'm learning to bake normal map for hard surface and very confused :( . I'm using Maya and my problem is when I soften hard edges, my normal will have perfect edges but shading errors on faces. When I harden edges I will get a nice shading but ugly edges except edges that have a UV seam. I only know two ways to solve…