Hiya guys. OMG it's been so long. I've worked on this project on and off, in between other projects, and so the year has almost turned :open_mouth: Finally I'm posting an update again! A lot has happened since october: UV's, normals,... Lemme show you! Before I got started with the UV's I planned ahead a bit. How would I…
it actually could look through published documentation if you specifically ask it to do so. And i sometimes understand absolutely nothing in said documentations while chat does and can explain it in normal peoples language. I learned more from Chat about physics for example than I ever did from human teachers . Just to…
try this (convex only though so concave would need to split into convex then recombined after being wrapped individually)... -- creates a ray point along the edge fn getEdgeRay msh edg =
( ze = edg - 1; a = (mod ze 3) + 1; b = mod a 3; fverts = getface msh (ze/3 + 1); v0 = getvert msh fverts[a]; v1 = getvert msh fverts[b +…
Looks good, nice consistency and style. However I have to agree with the normalmap comments, in fact it looks like you just took the diffuse textures into Crazybump and fiddled with the settings a bit - that will never create accurate normal maps for uniquely unwrapped objects. In fact I can see from some of the flat…
Still a very confusing topic for me but from what I learned is that most programs now, like Substance, Xnormal, and Knald all use Mikkt space as the tangent space calculator to bake normal maps. Maya and 3ds max use a different tangent space calculator to bake normal maps. If you are exporting a mesh from Maya/3ds max to…
Hello, I have encountered this problem in Substance Painter when I export my normal map. After baking it seems ok but when I export the normal map some artifacts seem to appear. Any idea what could be causing this? Thanks. Normal Map Baked NormalMap Exported and then Imported
@JordanDaushvili There's a few thing that can cause this baking error. Since the mesh already has hard edges, UV splits and UV padding then it's probably a ray miss caused by the bake settings. If you're using Blender to bake normals with edge splits: you'll need to enable the cage offset in the Selected to Active settings…