often its best to distiguish tiles by offsetting the normal tangent of the whole tile slightly than rely too much on the edge to give detail this will offset the texture reflection slightly and give the feel of seperate floor tiles while allowing you to keep the edge correctly proportioned
I'm new to Quixel and currently trying to just create a set of texture maps from a seamlessly tileable image. I have created the normal map, which is working as expected. However, I am now trying to create a specular map from the normal map, via the map converter, and running into an issue where the left and right edges of…
Hey so I'm having this issue with my tangent space normal map generated from a high poly mesh in maya 2011. Pretty much anywhere the low poly mesh does not have nice uniform quad modeling I get these pixel stairs where the low poly triangle edges are. What am I doing wrong. Doesn't seem to matter how I triangulate the mesh…
Hi, I am working on modeling a character from the front view and want to turn off back edges, etc when in wireframe since all the clutter is making it hard for me to see whats going on. Pls help.
Here is some progress shots of the environment up to my current stage. Currently I am not sure about the red pipes, as I believe they stand out way too much. I think the red door should stand out as the main focus point, like in some levels of Mirror's Edge where you can easily see where the exit is. TODO: -Try to match…
Apologies I can't remember the actual term for it. A lot of modelling tutorials seem to tell you that you should be creating edge loops around the whole object (i.e. if I select a face it'll go around the whole object). Is it bad practice to not do so? For example I'm modelling this sword and have made the loop go the…
Hi, I know this subject has been brought up a lot before and i read all i could find here on polycount about normal baking issues before coming and bother, but i couldn't find any solution for this problem: I made the model in max and then exported and baked with xnormals. As you can see on the normal map, there is obvious…