Your hard surface modeling skills are prety good. I see a few faceted areas and some edges that will be too hard to bake. There is much more to life then omni lights!! That render is not doing you any good. There's no need to screencap a high poly model. You wont be able to achieve anything close to the level of uberness…
Just giving this one a little bump. I managed to adjust the normals somewhat by making a copy of B (B') before transferring any attributes from A to it. This way I could average the normals of B and B' - though I do not have the ability to finetune the results. Maybe Maya does not allow this kind of operation in the first…
If you ever get warping i.e. colour change on your normals from a flat surface its not so much of a problem. All the normal map is doing is correcting you smoothing group information to represent the object your using to bake. The problem is when the object has to be lodded and all the suporting structre is lost meaning…
Hmm, still not sure I really understand, maybe post an image? I do the little lip on just about all of my floaters and I can't say I've ever really had an issue with it. Even if the surface isn't 100% accurate it usually isn't noticeable(but I'm anal about lining that shit up), even still in actual use a very light seam…
Thanks man :D Tomorrow i will force my team members to post ther stuff as well :) Ye sure! This is a hard surface texturing tutorial. some part are a bit "oldschool" but i remember i learned a lot from it back then. and some of this techniques can be used for a lot more then hard surface.…
Exactly. Resistance to learning new things is probably one of the last things you want in this field. No one will tell you what you know is enough, if that's what you want to hear, you could always know more and the more you know the better perspective you have. You say you do hard-surface, but if you want normal map…
Hey ehrinmanske, Did you hand paint that? It's not bad but definitely needs some more "umph!" Try looking up some hard-surface modeling techniques and some texture baking tutorials. Grant Warwick does some good videos on hard surface modeling and just google "Render to texture" and how to bake textures. Basically what this…
Have to say that lowpoly is looking pretty janky, which is why xnormal might not have liked your UV's. You seem to be having a big problem with overlapping rays. Retopo manually. Don't rush things and use 3d coat for retopo especially for hard surface, it can be fine for organic objects but this bad topology and bake…
Have a look at the wiki page on normal map baking (the rest is a good read too). http://wiki.polycount.net/Normal_Map#Baking Basically the problem is, as you can see from your test bake on a plane, it's tracing from the lowpoly to the highpoly in a straight line because the plane is a flat surface. However your lowpoly…
Sounds like you're asking for texture projection. You can do that with a light in UDK, but if you want to do it in shader it.. may or may not be doable. I think it is but I haven't developed a node structure for it yet. For something similar, but not quite, specify the vector3 in worlspace. hook up a world to tangent…