Cool scene. What do your high poly meshes look like? And your normal maps? I ask, because some of your edges on your objects look pretty rough. If I had to guess I would say that this is probably due to your edges being too tight. It's a cool scene and looks like it's coming together, I just hate to see it suffer due to…
If this is going into UDK one smoothing group will give you problems with lightmass or if you plan to LOD the asset the gradients generated on your normal map will potentially be a problem. A combination of bevels, UV islands and well placed seams are your best bet. Round hard surfaces are also a bastard to normal map and…
Set xnormal so it ignores backface hits, should get rid of this problem. Now, about the hard edges... There´s a whole thread you need to read -> http://www.polycount.com/forum/showthread.php?t=81154
Haha, I see you have discovered cylinders and how much they suck for baking normal maps. They is a whole breakdown of how to fix this problem. http://www.polycount.com/forum/showthread.php?t=81154
Right, in every area that you see any significant waviness in these models it should: A. Be a relatively unimportant area/Never ever be seen in FPV. B. Actually look good from many angles in third person, but this is moot anyway because the game uses separate LOD models. Simply put, you would absolutely never notice this…
I would recommend having a read through these threads: http://www.polycount.com/forum/showthread.php?t=81154 http://www.polycount.com/forum/showthread.php?t=107196 The reason you get waviness in your normal-map is because you have discrepancy between your low-poly and high-poly mesh; the cylindrical parts on the high-poly…
For waviness see http://www.polycount.com/forum/showthread.php?t=81154 You could probably get rid of the 4 loops towards the middle of the case that dont really make a significant difference to the silhouette, and put the geo towards making the bullet more round or smoothing out some of those 90' transitions around the…
Read these threads to help understand how normal maps work and how to get clean bakes. http://www.polycount.com/forum/showthread.php?t=81154 http://www.polycount.com/forum/showthread.php?t=107196
This is likely a case of: A. Your low not matching up well enough to your high - http://www.polycount.com/forum/showpost.php?p=1375489&postcount=126 or B. Your cage projecting at such an angle that your map is getting traced up the side, cutting some supporting geometry here will help -…
No, the front/rear raycast settings in xnormal are not a "cage" by the common usage of the term. A cage refers to an averaged projection mesh. The F/R default raycast will shoot the rays straight out from the lowpoly mesh normals, which means gaps anywhere you have hard edges. More here:…