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geno
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Fri Nov 18, 2016 10:17 am

timbergholz wrote:
geno wrote:You may be able to fix it by just photoshopping the normal & AO maps. I do that all the time for little minor things I didn't catch on the highpoly.
?
:icon_no: nooooo ! Don't do that! I :icon_teach:

Always fix the origin of your problem in the 3D model. Consider that your other maps that you bake out also project these details. So even if you fix that in Photoshop your curvature map and thickness etc. will still have that problem. That's why it's a MUST do thing to always fix stuff in Max and then bake again.

Remember, the beauty with Substance Painter is that even if we already have our texture completely done, we can rebake the maps and it will just recalculate over the whole texture work we did (unless you post changed your UV's)
Noted! Thanks :) Whenever I've done that I've piled all the maps into one Photoshop file and changed each error on each map at a time so that it's all stacked and in line. Not that that would make it an okay practice to employ as a habit, but it definitely beat going back to stage 1 and redoing UVs at the time :icon_redface:

I think maybe I miss working in Photoshop a little bit ;)
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Billabong
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Fri Nov 18, 2016 2:28 pm

Thank you Tim, Ill check on those edges tonight and also see if average normals help.

-B
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Billabong
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Sat Nov 19, 2016 4:44 pm

Well guys, I think I'm going to call it on this one. What do you think?

-B
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Tim
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Sat Nov 19, 2016 10:31 pm

Hey Brandon, wooot ! Awesome and congratulations, it came a long way and it's been great seeing you pulling it through with an excellent end result! Good stuff man!

As a last small feedback, if you want you could address those bolts here as well :)
http://i.imgur.com/QyCRfoa.png
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Billabong
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Sun Nov 20, 2016 2:45 pm

Thanks so much Tim. I fixed the bolts.

-B
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