@Grimwolf I'm just using Farfarer's Vertex Toolkit, it's working perfectly fine. Maybe a bit more in-depth description of what's going wrong when you try and use it? Like, steps you're following to assign hard / soft edges, version you're on etc..
@Stachmo You could perhaps create some basemeshes that have really good topology and then use a shrinkwrap modifier to project your base mesh onto the highpoly. Then use soft selection to move the basemesh to fit the highpoly better. Maybe something like that may help?
Hell yeah! That's a killer game, one of the few I'm super stoked for. Totally will be bringing me back to those days of dice rolls, soda, chips, heavy metal and Chaos in my friends basement. When you can, you should totally share more!
Dude! You've got some great work out. Awesome job on the fur on the latest there, and the rest of the set looks really nice too. Also, I'm in love with that matcap you're using. It's so soft and almost marble. Did you make it yourself or snag it somewhere?
turtle looks really cool, all the scale patterns turned out great. but the texture has some weird dark spots making it look like there's some stuff casting soft shadows on it. also it seems that bottom side is brighter than top which is strange.
2 cents: I typically don't like large panels for common (for me) tasks, like hypergraph, hard/soft edge, etc in lieu of marking menus. (Unless it's relatively painless to pull that stuff out of the script file myself) Still, looking quite useful!
Thanks Drew - Yeah, the fact that at the crydev site said use all soft edges and it seemed to work fine got me wondering. I did try polybump, but the bake wasnt as good as XN. I was told that tool is pretty old and not particularly awesome as well.
Yes, I'm using Maya. And the problem actually is caused by Maya Rendering. I mean, the lines are not on the texture Maps itself... So, I shoved the whole thing into Marmoset, and voila. Done.... Thanks though :) And yes, all meshes are soft-edged. Learning to texture tomorrow.
Perhaps one of you should start a new thread about this on AnswerHUB as its not really related to Xnormal, beside that thread hasn't receive any bump from Epic. Is there a way to save smoothing group(or Maya style edge/soft edge) along with tangents in blender?
There is an odd feeling of sickening (?) coming from this guy, despite - or perhaps as a result of the very dull, photorealistic quality of it all. I think the robes are fine, overall. It work so imo don't fix it if its not broken. A soft, warm "inside glow" would be rad though..