You have to put a split in the uvw aswell as in your mesh to be able to get correct tangent for a hard edge. Because of mip mapping, you will need to offset your uvw islands a couple of pixels. And then rebake this. Beyond this, it's quite a unefficent way of using a brick texture. The corner grouting is something you…
Finally succeeded to bake the mia_round_corner effect into normal map :) As you can see there are 2 remaining problems: 1/ minor artifacts on the cap edge of the cylinder which I can't solve...Edge padding that I need to change maybe ? 2/ As Polynaught stated : "Take for example two convex neighbouring faces - if their…
Maybe it's just me but: I feel like this is the main problem, not only on those types of shapes, but also on the way you did your control edges over the whole model. Left part it's actually smoothing out over the whole length, almost turning it into an oval, right one with the proper control edges controls the rounding to…
@Jarmade Which version? I'm trying to remember when/how that changed and I don't see any relevant settings for it; I'm able to marquee verts across multiple objects. I don't think all of the bonus tools are created/curated by AD, some tools are a little buggy or "quirky" as far as their use goes. They're finished, but…
DWalker - Wow thanks for the LOD resource. I will definitely be doing some adjustments on the LOD poly counts. I really need to do the LODs and get a good feel for it and then I can hone in more precise numbers and get them quite a bit lower. It's always something I have to do in production first and then edit the numbers.…
Edges of your high polygon are too sharp for sure (see all the aliased edges on your normal map, it's 2048^2 and the captured curvature changes are like 1px large. Any smaller resolution and they'll just disappear.) But the black lines remind me of a similar problem caused by when the low polygon model has a break in the…
The elongated part of the eyelids, bottom edges should be brought up, see how it's almost centered with corner of eyes in 3/4 reference? yours looks thicker thats why it aint placed properly. Nose bridge should be wider, also it's not all the same width everywhere if you look closely. The nasolabial fold and nostril areas…
the problem is that when using "toshell" from the hotbox, allows you to only select one shell at the time and I want to be able to be in some sort of "Shell" mode to select multiple shells at the time. Another problem I have is that in xsi I can select multiple objects and insert edge loop at once to all of them. Maya…
There are basically two reasons people suggest triangulating your mesh: A. Max can give unreliable results, ei: Ignore your "invisible edge" orientation on quads and use the opposite, this generally will result in a distinct "X" shaped smoothing error, as the edge in the bake is running against the edge in the mesh. B.…
AO is super easy to fake with paneling, especially when you're doing stuff like Layer Styles. All you need to use is stuff like Drop Shadow and Outer Glow and make sure it's set to multiply. I'm unconvinced that anything outside of Photoshop is necessary. EDIT: Also, it's easy to get those edge highlights without something…