EXTERMINATE! Man I love these little fellas. But you realy should work on that UV layout, I think. Also since you're working with a normal map, I'd suggest to bevel out the edgy parts a little bit. Not much, but enough to see a nice slightly rounded edge instead of a hard transition like it has now. Oh and btw could we see…
Hey fellow members, I searched a bit and found only something similar to my questions but forgive me if repeat something already said... I always wondered about the process from highpoly to lowpoly assets(same applies to characters ofc aswell). Lets say I want to build a column with some brick standing out and beaten up…
Hi there! this problem is driving me crazy and i need some help to fix it. When i export the maps to another software and apply the normals it shows every UV seam. I have tried painting over the edges of uv on the normal map; make the uv edges hard edge in maya; exported the model with different settings; exported normals…
garrialo, the big problem is that you're editing the mesh normals, which will cause smoothing errors in a lot of cases. You don't see it on your example here because the top faces are totally flat and split on their own smoothing group/with hard edges around. If that wasnt the case (often with more complex models) you'll…
Sorry. Thanks for trying to help. I appreciate the help, Eric. I am asking is it possible to select faces like that thread in the viewport when u using the Unwrap uv mod, not in the UVW Unwrap's Edit UVs window. 1. Editable Poly model with a collapsed stack. 2. Exit sub-object mode. 3. Add a.UVW Unwrap modifier. 4.Select…
There are some wasy to make it easier to select edges. Select Sharp Edges, it will select them by angle. You can select groups of face then go to Select > Select Loops > Select Boundary Loops You can also hold Ctrl when selecting edges and it will select edges in between. ''i do get a bit of weird pinching on some…
anyone wanting to test on their own, you can get the test meshes here: https://drive.google.com/open?id=1gl0c9jmagxVL6BXsQBxDmG-Q6a-E3K_j here is the Painter forum post: https://forum.substance3d.com/index.php/topic,30395.0.html *edit @ Joe - i already tested that and no luck. it just gives different shading errors. as…
Painter itself can handle smoothing information just fine. The problem is in the baking because for every hard edge/smoothing group you need to have a separate UV shell. Otherwise you get the baking errors which is apparently what's happening on your mesh. More info is in the wiki. Farfarer was indeed referring to the…
Be VERY loose with your support edges to ensure that highlights are getting picked up on your extrudes. Like Mr. Mask Salesman said, when you bake a flat extrude it won't show up in the normal map. Instead give edges more of a bevel then an extrude with a slight angle (5-15 degrees) to their sides. As you work I highly…
So basically I have my low poly mesh over the high poly mesh? Which is pretty much what I've done, so in that case should I click the checkbox that says 'Use Cage' in xNormal? Or is there any other additional things I gotta do? Also with any hard edges on the model I've split them in the UV, or should I split all the UV's…