When you're baking a normal map from HP to LP, you'll need to remember this rule "You'll need an UV seam split on every sharp edge, but you don't need to add a sharp edge for every UV seam". Even though your beveled model with those kind of sharp edges looks good shading-wise, it forces you to place UV seams onto your…
Thanks, it was a hard battle, I had a lot of doubts about the materials but finally tried to mix metal appearance with more plastic pieces. I think the balance between them are great. The final part was the yellow paint that just makes the piece doesn't look like a dark piece of metal haha I'll try to make a little tut or…
Toolbag loads the mesh normals (smoothing) data from the FBX file. Generally speaking, if there is bad shading the cause is likely some problem with the export from the 3D app. To narrow down whether this is a Toolbag or Maya issue, try importing the mesh into another renderer, game engine, or 3D app to check if the…
@pior This is what I wondered about in Blender, can it bake fully averaged(it's using MikkT) from a bevel node? From your last image it appears that's what you're doing. So your low is a single smoothing group(fully smooth shaded) and your 'high' is just the low with hard edges and a bevel node assigned.
Starting on the textures... kinda of new to this, trying very hard to not make it too noisy or high contrast, but finding a good balance is proving to be difficult. Any tips would be much appreciated... the base texture is supposed to be a sort of smooth stucco, and the white and blue is a smooth painted wood/moulding.…
actually blender's fbx exporter can tag edges as hard or smooth - you don't need an edgesplit modifier even, simply set edges as sharp in blender and set smoothing to 'edge' in the export options. should be wort a shot, don't know for sure if unity reads that info though. (if I am reading the context of this conversation…
Check and make sure you're exporting normals/smoothing groups, and also check to make sure that your normals/smoothing groups properly represent the surface type you're looking to create. It's also worth resetting transforms before you export, triangulating before exporting, and switching to *.OBJ if you're using *.FBX,…
ok the only problem i can see here is that ur binded head only with one joint. do this: 1 delete history 2 skin>smooth bind> and select "bind to: joint hierarchy" 3 select original head and with Shift your head 4 skin>edit smooth skin>copy skin weights
very nice, just about that smoothing problem, why not going with the loop all the way around? I mean if this is your highpoly model let the polygons be there so the surface will be smoothed (don't kill the ring), hope I could get what was my suggestion, any way liked the idea and modeling too much, keep it up.
In general its good to place UV seams and smoothing breaks in the same place, but you shouldn't have to do that to get things to bake right. The normal map overrides whatever the low poly normals actually are. So something is broken in the process if you have to break smoothing at UV seams to get the normal map to bake…