Yes, everywhere there is a hard edge, you need to split the UV, and add space with edge padding. More info about issues to solve with normal mapping here FWIW http://wiki.polycount.com/wiki/Normal_Map_Modeling
Hello all ! This is an old project modeled for 3d-print i decided to transform in game asset. Remodeling a low poly version of the vehicle, baking it, texturing it & assembling in UE.. this is the goal. I'm facing some questions as i work on the project.. 1- I want the model to have "precise" textel density so maybe i'm…
Ha you're right. It renders correctly. I've added an edit normals modifier and the normals are ok + the edit normals fixes the display. Better, if I start by applying an edit normal modifier, just collapse and use your script, there's no problem at all. Weird ! Maybe the primitives normals are fucked up by default. My bad…
Hmm. It sounds silly, but try renaming the master normal group to NORMAL instead of "NORMAL copy 4" and see if that helps! Edit: I just created a new project and copied your group name to my master normal group, and I get the same result. Make sure it's called NORMAL and nothing else and you're good to go. :smile:
Great portfolio and environment design. Nice to see people using blender I still love it. Very highly promising if you have 2 years before graduation. Seen quite a few bad portfolios from people that claimed to have spent 4 years at college and not close to this. My issue, which isn't about the…
With FBX import in Max it's either Smoothing Groups or Explicit normals, you can't have both. The bad shading, happens because of the way how 3ds max calculates normals. Max does a simple average calculation based on the smoothing groups and face angles, while Maya uses an algorithm which takes into account hard/soft edges…
I'll try and answer even though I maybe wrong :P. You can use normal maps to give the impression of cracks in wood etc. I assume you know how normal maps work, if not I would look it up since I am probably not the best person to answer haha. Normal maps wont effect how the scene looks in terms of style, it only works in…
Rebaking normals from the low, if your normals are synced up properly isn't a bad idea. You're more likely to have all of the details line up if you bake normals, diffuse, spec, and gloss from the lowpoly than if you bake the normals from the high (you may get projection skewing/errors with a lower resolution third person…
theres some ok work there but its hidden under some ghastly normal maps. dont just make normal maps from diffuse maps, and dont turn them up too strong. id be curious to see some of your env work without the normals. plus dont use fancy render tech like volumetric lights in game art, make realtime alpha'd planes i think…
This is an OK resolution for PC games. I recently cleaned up a car model for web 3D use, and documented the work here, might be helpful for you. You can download the model too. Interactive view here 213,347 triangles 162,790 vertices No high-low baking workflow, instead it uses a tiled normal map to simulate a…