It does for sure but don't expect anything really smart from it . It works for subjects having small high frequency depth variations and just does a kind of zigzagged slightly blurred seam . Nothing more. You have to kill any low and middle frequency (maccro) height or color variations in the subject basically killing what…
Ha, yeah, that's annoying - it likes to create the sub-menus about 10 pixels away from the main menu, so when you move the mouse from the initial menu to a sub-menu, you move over the viewport and the menus disappear... You can get round this by right-clicking nearer the top of the screen - it seems to create the menus…
Thanks for the reply Gruntpunch. Well what I mean when I refer to fuziness is he the fuziness slider in the Multi Material Blend node. It lets the color ID range out further than the picked color. When it comes to having no anti aliasing in the ID maps, well it does neutralize the black border issues BUT many times things…
Hi! Can you elaborate/show what problem you're having exactly? Seems you didn't include an image of the lit mesh with normal map applied. Frequently people are wondering about the normal maps different colors that show up along seams, however it's to be expected with a tangent space normal map. What matters is that the lit…
Try using FBX to export to xnormal and later to marmoset. Make sure "export tangents / binormals" is checked on export. It's also advisable to harden the edges of the mesh where your uv island borders are located (so don't unify normals). Either way, make sure that the exact same mesh you baked the texture for is also the…
This looks very interesting. I have a crap ATI card so I didn't bother testing the shader, but I was wondering if the view where you show the UV layout in the viewport is actual geometry that has been split along the UV borders and then flattened to match the UVs or is it just pixels rendering on top of the viewport? BTW,…
Tnx for your reply! The problem is where the two assets meet; there are weird shadowing on their border. But, maybe that's more a problem of AO and not light map... I did look at some lightmap uv tricks....i did set theg grid in maya and snapped uvs to it. Wel, I guess i need to go study more on lighting in udk, there's…
The most notable thing I picked up is the white seam running around the shoulder and down the whole model. I think it's the texture map? Might want to make sure you paint a little bit outside of the UV shells so there's a few pixels of "bleeding" texture, that should make it so you avoid the seams you can get if you stick…
Thanks for the tutorial. Unfortunately the texture details are very repeated. To avoid this you need to heavily change the edges of each border stone, which is a lot of work like you say. Too much work because you have to touch almost every stone. IMHO it's better to use the texture space to store a large unique pattern,…
I'm still a noob at sculpting, but i've learned that rocks are all about silhouette. So for the rocks, try to do more sharp angles with the trim dynamic brush, the trim smooth border or trim adaptive. Put the alpha 28 (the square) to be more efficient with the effect. You can clean up your surface with the H polish brush…