Ive been working on a dagger and I cant get the edge of this blade to bake right. The blade is mirrored with smoothing splits for each uv island. Could it be my topology on the high poly? if so what is the best way to model a blades edge for a clean bake? Help would be met with many songs of appreciation. Problem (circled…
Below's a pic of what I mean, anyone know why? Using max, happens regardless of map size, supersampling or cage position, it seems to be random from I can tell too as it fixed itself when I made a small adjustment to the high poly model (didnt do anything else after and baked and it was the normal colors again)
Hello there, what are some best ways to smooth out the area where floating object intersected to the parent object,It's always better to keep less floating objects but time efficiency I do that often, so, is there anyway to make it look like both are same object(just like extruded) through normal+ao? see the image.
Make your blue channel in your normal map 127,127,127 everywhere. Re-import the normal map. Also reset the Xform and collapse your stack and re-export the corner piece.
After learning how to bake I've encountered the next problem I'm sure everybody here familiar with - normal map's resolution. Personally I see two solutions here: 1)Pack everything VERY tight. 2)Separate meshes, do UV sheets for every one of them and then join them into a prefab inside a game engine (like for example…
How do you view normal maps in max 2013,14,15?... ...since DX doesn't work -> viewport shaders doesn't work! http://www.laurenscorijn.com/future-xoliulshader-support.html
I have used a normal map in a separate fill layer later applied an anchor point to set up micro normal in the main blue painted layer, thanks for replying btw.
Hello everyone. I didnt want to open up another normal map thread, but I'm out of options. Here's the problem: Here's the normal map: Meshes: Things I have tried: -Straightening up UVs-Adding anti-aliasing-Dilation (From what I have understood, SP has infinite padding automatically (In baking options, I have my dilation…
Hey guys, I'm having trouble with these normal seams in Maya after baking from substance painter. I was wondering if you guys could help me correct this... Weird thing is that plugging it into marmoset toolbag does not show any of these errors.