Your low poly needs to match the high poly closely, add an edge loop down the middle of each part and pull them outwards, and absolutely no n-gons like that, they look like missing edges.
Can someone explain me what can make that happen? Im baking with substance painter, model in maya... I've done the retopo of the high res and even if every vertice are on the high res model, those black edges still show up... Here is the problem: Here the low on the high res for baking: Here the low res: Here the high res:…
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…
I have a problem where i had dublicate edges by mistake on the problematic polygons shown below, then i used merge vertices by 0.1 on the whole mesh to fix this, but now these faces don't work on symmetry. Is there a way to fix this? Btw I don't want to use mirror, because that will distroy my uvs which i don't want them…