The "Rappatools" has very useful sub-scripts, such as selection a similar / instance objects, assigning them a random wire color. I immediately see which objects are instance and which are not.
When I make low poly geometry, I do test mapping and check this geometry in the "substance painter" (when I doubt the correct result). In this program that I will bake textures and paint all the elements of the "Nostromo".
Very useful script for working with islands UV (must have)
Another handy script for work. Can multi-rename layers and more. I had a situation where I need to rename many layers. 3Dmax can't do it. Only this script can do it.
I am doing some tests for repeating objects in a scene. To do this, create texture maps, and some default materials. Then I plan to export them to the Unreal engine, to do a test
I have a little problem after importing the model into Substance Painter. See these triangular artifacts? They should not be there! For example, I uploaded the same model to Marmoset. There are no artifacts in the Marmoset. I guess I'll change my working pipeline. I will do the normal in marmoset.
It took me almost two months to study the Unreal engine. I had a plan in the future to make a virtual museum of Nostromo. For this, I needed to do some tests.
I did a test export to the game environment of a small part of the ship. I did it, but the quality does not suit me. There are a lot of questions on the engine that I cannot find an answer to. As a result, I really slowed down the project, because I can’t achieve the quality I need. I decided that I will deal with these problems later, after I finish all work on the Nostromo ship (model, textures, lighting, rendering). Because the study of a new material for me - the Unreal engine takes up all my free time, and there is no progress in the project itself.
So now I will do a project under the Corona Render. When it is ready, then I will return to studying the engine and to solving problems that could not be solved now. To do this, I just have to map some models and create textures in Substance Painter.
So, work is in progress. I prepare the model for painting in the substance painter. This work is multi-stage. At first I do rough mapping, then export to the substance painter. I do test baking of normals. I look at the quality of the result. If he is good - approx. If not, I return to 3D max and change the mapping to a more correct one. Then again I export the model to the substance painter and do a test baking of the normals. Some models are so complex that I have to do this several dozen times. The IFWNormals script helps me a lot in my work. As well as a professional mapping program Rizomuv. Thank you for your attention to the project, it is important for me.
Some time ago, I already baked normal maps and made textures for these parts for import into the Unrial engine. However, it was a draft. There were a lot of mistakes and inaccuracies. For speed test.Textures are very poor quality for the test. Now I am making normal maps of the highest quality possible.
For baking, I use two scenes. In one of them, the objects are moved apart from each other. This scene is for baking only normal maps. The second scene contains objects assembled together. This scene is for baking all other textures. In the substance painter, after baking the normals, I replace the scene with aparts geometry (obj file high and low vers) to scene with together obgects, and then I work with the objects in the assembly.
Yes, I know that I can bake normal maps by object names, but this method has many bugs. Faster and easier to work with moved objects (for bake normals).
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https://youtu.be/UMzrXuFMLew
Thanks!