Hi Guys!
I got a question about the HighPoly Texturing Process in dDo.
Is there a Video Tutorial about how to texture a HighPoly in dDo?
I dont understand which normalsmap to use?
Have i to use the normalmap which i would use for the LP Mesh?
Is this not a bit stupid to lay down highpoly normals on a highpoly mesh?
I really dont understand the whole workflow but would like to try it out
Please HELP Q_Q
Gazu
Edit:
I mean, i can create a Project without any map, but then there is no cavity/edge detection.
So how to handel that C,c
Replies
And whats the best way to get a Curvature Map from a HighPoly?
all the info you need
But for the Object Space Normalmap:
What to put in the LowResMesh Slot in xNormal?
2 times the HighPoly?
I mean i have to bake it out.
http://eat3d.com/forum/questions-and-feedback/generating-local-space-normal-map-only-high-res
We just posted up a feature on the highpoly workflow, with a small guide on how to create nice curvature from highpoly: http://quixel.se/issue01
Right at the bottom you will find this:
- Teddy
Let me know if any of these tips helped!
- Teddy
I just checked wiki and couldn't find any detail about what high quality curvature do. I want to understand how curvature maps should be for quixel suite because i'll bake mine and merge with the one i'll create from normal map ndo's created. And for this example default some smart materials doesn't work well and i need to tweak smart materials for my curvature map.
Thanks for your time and help.