Well, yes, I guess, but it'd be a bit tricky for anything that wasn't totally flat. For example if you want to make a 5-sided cylinder appear more organic and smooth, you'd have to know the difference in normal angle and paint accordingly ... I guess you could do it by trial and error but it'd take ages. Basically just…
Maybe you could try using more smoothing groups. That should help the model to look better. Especially the nose needs some differentiation of the smoothing groups. If you applied other SG on the bottom of the nose (nostrils), you should get much better result. I´d try doing the same with the mouth. Try to diversify the…
I've looked in several places and I can't find a solution within Max to fix this (though I may be overlooking a solution out on the web somewhere). Here's the skinny. I first noticed this when baking out a model a long time ago. In Max, it looks just fine in the viewport, but looks can be deceiving. Once baking the model,…
To explain myself better, I've modeled a car, All except 2 meshes from the model have their respective high mesh, the issue comes down to the fact that no matter if I bake the model with or without this 2 meshes, their smoothing gets affected by the bake. The first picture shows what the marmoset does to the mesh and the…
Trying this gun again. I wasn't anywhere near happy with the last one I did and I really want a quality model of this, because none exist. Really just looking for crits on the high poly and the smoothing groups. I'm pretty pleased with the level of accuracy on this model and doubt I'll put much more effort into that…
Hey, guys. I've been experimenting with normal map baking in Substance Painter, and everything was good. But since I exported model and normal map to Marmoset 2 I've faced some strange issues. I think it's something about smoothing groups. But why model looks good enough in SP and with issues in MT? Is there something that…
Hi, I have a problem with baking normal. It's about wire bleeding(Can I say it wire bleeding?). As you see the photos below, some lines which came from low poly have been drawn on normal map. I'v baked it out in Substance Painter. I guess setting multiple smoothing group would help for this issue but I really don't want to…
I am getting triangles in normal map generated by render to texture.You may ignore the black artifacts as they are the ray miss check and I know how to fix it but I can't get rid of these triangles. I have tried various things such as targa, tiff, increased the push amount of the cage, and from the modifiers - smooth, mesh…
Hey eurrbody. I've just been perplexed by this problem for a while and it's affecting me getting anything done. I learned how to create a tileable texture, which is great, but now I'm dealing with the continuity of this brick texture to be seamless: That's too ugly for my taste. How can I combat this? When I line and…
Hi guys! Can't find a way to get rid of this nasty seam across mirrored UV islands. Followed Typical Mirroring Workflow and it doesn't work. That's what I've tried without effect: * Offset mirrored parts 1 unit * Set one smoothing group * Set different smoothing groups for each side * Flip UV faces * Export FBX and OBJ…