I'm not sure exactly what you mean, I tried hardening all edges that are the edges of UV islands if that's what you mean. I also noticed that when I export FBX, it hasn't been exporting the smoothing groups so I exported as OBJ and that works better.
UV seams are vertex splits, just like smoothing groups / hard edges. Which may be why it shows up in shading. It's common to harden your UV edges to prevent seams from showing up in your normal map. How does it look with your textures applied?
Don't scale up the low poly, you juse need to affect the cage, Isaiah. Just need to affect the cage. You see the black edge errors on the edges of your low poly, right? Read this tutorial, see if it helps. https://marmoset.co/posts/toolbag-baking-tutorial/
@JadeEyePanda: This was all done in max....there is no sculpting yet. Basically it was just carefully building the topology so that the edges followed the direction I wanted the raised or inset areas to appear.....then either insetting or extruding and re-enforcing the edges. Very time consuming but I think it works best…
copy layer 2 times on one layer edge detect (in photoshop a custom filter with atrix [0 -2 0,-2 8 -2,0 -2 0] blur the result a bit and blur the ohter copylayer the way the edges arent that hard then use the edgedetection as mask for the blurred layer
I think I need to call it on these guys or I might go crazy noodling! :poly115: Some last tweaks: -Adjusted the value of some of the pavers -tightened the edges of some of the pavers -reduced the amount of dirt spacing between them -chipped up some of the edges a bit more
Hi Thanks for the comments. I tried to make corrections to the face and the top of the suit. I continue to sculpt the legs, and it's really difficult to obtain hard edge shapes. When I subdivide, the edges become too soft. For example, the shoes looks like clay. I'll keep working on it.
Are you trying to tell me you've come up with some crazy solution to dealing with hard edged geometry like this without using any sort of extra chamfers on the edges? Its 5am and i cant say i fully understand this thread my good german buddy.
That seam down the skull center is because you don't have enough edge padding at that seam. You've got it right against the edge. Move the uv's for the skull down a tad. The runes on the hammer spell out the name of it, 'Ghal Maraz'. It's written on both sides in the Dwarf rune language.
It's very tricky to do those kinds of things in Maya, you probably need to store that information when you apply bevel. Just wonder what would you do to those edges? be carefully after you apply bevel edge ID may change as well.