Hi everyone, so im having this issue where it shows the seam on the fingers i dont know why if the other seams dont show, i did the baking in marmoset toolbag 3 and it showed the seams in that program too, any insight? thanks you very much in advance
i unwrapped it in blender 2.8 and baked it in substance painter. im not really sure why the corners of the models arent lining up properly . when i looked at the uv map in blender and looked at the checker pattern to see if there was stretching. there was very little stretching in the four corners on the upper part of the…
I have a question about baking from Hi to Low. When you split your UV maps at the 90 degree edges, how far do you usually space them out from one another to avoid getting those weird baking errors?
I was just wondering what someone might do in the situation I have here. I'm using lightmass to bake shadows but because of all the little details it looks ugly. Would people just disable it from casting shadows, is there a way to simply and soften the shadows on it? Just curious. Thank you!
Hey there! Would you like to join the Critical Mass team? Building a physics-based multiplayer vehicular combat and shooter game. https://discord.gg/XRGxY3ypd
if you've got smoothing groups set up(hard edges) baking with an offset instead of a cage will result in missed detail at the edges, as the hard edges are "broken" during the back process and expand independently. Using cage means that your hard edges will all be welded and seamless instead. This would result in some…
hi everyone, i have baked my normals in Xnormals and i get this weird artifacts on my tires. My UV map is 2048 by 2048. AA at 2x. On the Normal map i included, on the bottom left is the UV space for the tires which all the 4 tires share the same uv space .