the shape is a fuel can, and im still new to this hard edges soft edges baking thing :/ im using fbx file format, with a basic cylinder unwrap. But i still have lots of artifacts especially on the cap. Also how the hell do i make the cap SHARP, the normal is really soft. This is a game asset so i cannot put supporting edges
Hey guys, I'm trying to bake a highpoly to low poly in XNormal. The results are mostly acceptable but there are a few major problem areas with it that I can't find a conclusive solution to online. Here's the screenshot: There are some pretty clear issues with bending on edges in 2 places. Not sure why these are appearing…
Hello dear community, today, I started with my first model for Substance Painter to get my training going. I'm just at the beginning of my journey. After I exported my mesh in the high and low poly variant, I imported it into Substance Painter to play around with my texture. After importing, first I got artifacts and…
Hi! I am studying about 3d model, when i follow the tutorial from Quixel about id color (using their script and bake id color via turtle) But when i start render it .... and this I did the same way with a cube (in case my obj had its own problem) but the same result
Does anyone have a solution to this issue I have been having with my Zbrush - Maya - Substance Painter workflow, when it comes to baking normals. Examples below; Zbrush - Maya - Substance Painter (For this example I have made no adjustments to the file in maya, simple import and export back out as OBJ) Zbrush - Substance…
Hey guys, I decided to make this thread after doing a week long research on normal maps and how to render them out properly without running into all kinds of artifacts and errors. Being unable to find a solution to this seemingly simple issue I'm having, I thought it'd be best to post here as a last resort. To the point:…
Hi all! I'm working on getting a script together in 3ds MAX that bakes local space positions into vertex colors for easy blendshapes in Unity. This is all inspired by the Naughty Dog talk which describes similar processes you can find here: http://www.gdcvault.com/play/1024103/Technical-Art-Techniques-of-Naughty Things…
I've been trying to bake up the normal maps for this particular piece... The highpoly doesn't have a hole in the spot. The Low poly ends up with this minor distortion. I have the low poly as closely matched to the high poly and a cage built around it, but this one minor blemish is driving me up a wall. I've tried re-doing…
So I'm still learning the ins and outs of normal mapping, low poly topology and baking, working on a DOTA 2 model. Anyways here's my issue: I'm trying out a few different options including skew meshes... This is the problem I'm getting with the basic mesh: From the front of the horn if we zoom in rather close we see some…