Ok well that doesn't work either... You need to keep the original Orth view open or you get a viewport out of ranger error and then your viewports get jacked up... Damn...thought I had it.
It's been known for a while now that the tangent space calculators in 3dsmax (especially) and xnormal are different. Xnormal and maya's tangent space calculators are more suited for games iirc. Max is somewhat notorious for shading errors and smoothing issues.
Does anyone know how to eliminate the creasing that's happening on the front of the helmet? The UV island is mirrored and offset to save space. I thought this would also correct such errors when baking, but I guess not. Any solutions?
I believe I spent about 2 weeks on the outside, some of it being trial and error. The inside, where I`m still making slight changes, was about another week but I`ll be posting that soon.
Spell and grammar check your about section. First error "recently" is misspelled. "Dealt with customers and managed the donation room." should be reworded under Goodwill. It sounds like customers were a burden, use a different verb.
I have experienced these same artifacting errors as well. As is the case with s1nyst3r the bake would look clean in painter but in Marmoset the artifacts would appear. I have performed re-bakes in xNormal without any issue.
I encountered the same issue. The tangent space set to "Marmoset" is perfect, but "Mikk/xNormal" gives those triangulation errors, even though the mesh is triangulated before baking and all. But if it's a bug, I hope it's fixed soon.
Hi guys, Im getting this below mentioned error while updating screenshots , please let me know what is the problem. * You have to be around for a little while longer before you can post links.
I'll try that now. I just wanted to add, the error dissapear if I'm very close to it. So I think isn't a problem of the mapping. Anyway, I'll ask to my programmer if the problem is also reproduced in the engine.
I also reproduced this error while doing a DX11 test in a fully dynamic scene. I'm not sure baking lights is the problem ... then again I never solved the issue. Clamping the normals sounds like a good idea!