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Mech-substance-jagged textures on adjacent polygons

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CBurke
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Thu Mar 21, 2019 11:20 pm

EDIT:Pics got lost quickly. Hopefully this fixes it.

I'm not sure if I explained that correctly. Please let me know how to properly explain my issue if possible :)

I will instead show you the problem. Here is the right side of the mech "vent" that is on the main uv space. When making masks I got this result




I'd like to thank you Tim, for such an awesome tutorial. Any help would be appreciated.

I've decided I want to go the VFX route. Would anyone be able to recommend me a source for getting into Mari?
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mechleft.jpg
mechleft.jpg (62.71 KiB) Viewed 812 times
Last edited by CBurke on Sun Mar 31, 2019 3:56 am, edited 2 times in total.
CBurke
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Sun Mar 31, 2019 3:52 am

Here's the other side which is one tile up sharing the texture.
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mechright.jpg
mechright.jpg (67.98 KiB) Viewed 748 times
CBurke
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Sun Mar 31, 2019 3:55 am

UV layout
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uv.jpg
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CBurke
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Sun Mar 31, 2019 4:01 am

I made this model months ago and have learned so much since then. My bake sucks, but the high poly is awesome and I'm making some cool looking stuff now.

Just looking for some closure, hehe. Here's a quick render from befoer I decided to rework everything.
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mechrender.jpg
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CBurke
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Sun Mar 31, 2019 4:03 am

high poly
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Laggtastic
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Tue Apr 23, 2019 5:05 pm

Hey there, sorry for the late reply :O

By the looks of this...I'd say that it could be because of the non-straightened edges, eventually combined with the fact that the UV space contains a lot of shells (logical with such big badass parts^^) resulting in fairly small UV shells in general. I'm also curious if you baked your maps with the 8x8 Anti Aliasing during the baking setup (with exception of AO & Thickness, for which I use lower setting myself)?

But that's just my guess judging on these screenshots here^^
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