I have a quick question/ need help. I have an object that is using a tiling texture it is a failry larg piece. Now I want to be able to add normal detail to the trim all around it. The problem is I have the edge trim pieces which are fairly large to broken up and outside the 0:1 UV space. These pieces are also slightly…
UMM HELP??! I noticed when i use Hammersley or Max 2.5 it gives me worse jaggies..???? Does anyone know what is going on with my normals?I am using max 2009. i didnt have issues previously and now this pops up sometimes I can't get the jaggies to go away but i dont know what it is.. Is there a setting somewhere I am…
So this is my first Designer project and I was having a great time up until now. So I am trying to separate the normal information of the nails and the wood grain of this floor texture I am making and I am stuck, basically I would like to mask out certain areas from being affected by the other set of normal information.…
So I've been watching a lot of youtube videos [how else am I gonna do it lol?] about Maya normal map creation, baking I think it's called. I'm cool with the settings of baking, but I have a question. Say I have my high poly object and my low object. How close in size do they need to be to each other? Without opening Maya…
Hi, I have a furniture piece and I'm trying to bake high poly to low poly. The issue I've been getting is that there is the seams of low poly being kept too visible in the baked normal map. The images are my high poly/low poly/low poly with baked normal map. (The image texture in the last screenshot is set to sRGB, I'm…
Hi all, So I am baking normal maps for the first time which is all going well, but I want to bake the displacement maps on my hi poly with the other hi poly information. Is there a way to either apply the displacement geometry to the models, or to include them in the normal bake?
UDK recalculates vertex normals on import, so hand-tweaked vertex normals don't come in. However it does support Smoothing Groups, so hard edges are preserved. Just no hand-tweaked normals. :(
Yeah the first thing you want to do is make you model into quads and tris and then just triangulate the whole model. You don't want to just triangulate a model with a lot of ngons because it'll often give you long and skinny triangles which is something you want to avoid and can slightly worse performance (ngon is a basic…