I'm not sure of your aims in making this piece, but some stuff to watch for: I can't tell what scale the object is supposed to be. It looks very small. Parts like the roofing tiles look very cookie cutter as does the upper structure. The lower rocket area is very matt, if there is metal there then I cant tell but I don't…
The issue you are having comes from ray missing error your baker does . When low res surface probably folds into itself or having narrow gaps and no way to separate parts telling what specific point ray should see/ stop at and what shouldn't. Possible solutions: 1. More low res shell encompassing the thing around having…
First fan creation are enemies Known as Holy Husks! I really like the imagery in-game, millions of empty bug husks that makes up the walls, floors, and ceilings all throughout the world. You see shells that are big, small, and Fossilized. I'd like to explore that aspect through religious zeal. People talk so much about…
If they are hard edges, you should check the offending edges on your model to make sure they are smooth. For baking normal maps, everything on the inside of your UV shell should be [Maya: Softened, Max: one smoothing group] in most cases. If there are strong gradients along those triangles baked into your normal map, try…
You're welcome mate, glad it was useful to you. Straight edges on uv shell borders can be important as otherwise you might get artifacts where the stepping in the uv editor may lead to artifacts in the normal map. There is a few straightening tools in the editor. Vertical/horizontal auto straightening of vert/edge rows and…
Looks really cool but I think the texture could still be pushed further. Right now it reads as an actual miniature, but not a real life creature. I think working on the spec more and the lighting will help the most here. The brain part for example could look slimy and wet. The bone should look hard and dry (get some…
Streaks in the padding are really common- What isn't normal is that they show up on the model. That shouldn't happen. Padding should only affect interpolation of pixels at the edge of a UV shell. I have baked a lot of stuff in max and never experienced this error. What do your UVs look like in the problem areas when you…
Do you have a Lightmass Importance volume (probably not the issue, but good to have nonetheless) Have you tried building your lighting in Production quality mode? Are your UV shells in your lightmap UV set given extra padding? Are any of your UV shells in your lightmap sitting on an edge (of the 0 to 1 UV Space)? Have you…
Update: Alright, all UV shells are unfolded and pixel density is pretty much same all over. Meaning, time to layout the shells. But as you can see... there's no good and efficient way to do this due to these big "tall" shapes. So, as I see it I either have to have a really unefficient UV map layout in order to have the…
Introduction Hi everyone, the name is Kris and I'm the creator of Asquilla RPG The Pitch Asquilla RPG is a fantasy rpg-system with a splash of steampunk, the core-book I'm currently writing has: - 7 races - 50 skills - 27 specializations - over 500 Abilities and Spells for players to play with The Job After 2 years of…