So I am making an animal that will need some detail inside of it's mouth. I guess normally I would just sculpt it with it's mouth open and call it a day. However the animator/rigger requested that I give it to him with the mouth closed. Do you guys think I should still bake it with it's mouth open and just close the…
Good progress so far! The new tiling materials for the floor and wall you've gone with definitely help. Like @Eric Chadwick mentioned, you'll want to look at blending textures (via resources such as the link he provided relating to LOU2.) Even at this stage, you could explore Vertex Painting (this video is a…
I've set out to get a vector direction pointing down (-Y) from one single position bake that I could bake in Painter. My goal is to get something that looks like a custom position texture that's baked as R:0 G:-1 B:0 X:0 Y:-1 Z:0 in Designer. FYI, I'm pretty sure my math for the direction might be slightly off, but that's…
As you can see the edge when I bake normal map ( high mesh from Zbrush) is wrong. Can anyone tell me what can I do to make it disappear. I need some tip for perfect normal map baking in Substance Painter. Thanks all
hey thanks for the answer. this confuses me a bit though. when you say that the baking and display software has to be synkronised, it makes it sound like there is no objective "right" normal map. i thought that, if i bake it correctly it doesnt matter where its displayed, it would still look right. is this totally wrong?…
I would remove all of the rivets you have modeled and let them be described by your normal map. You have to let your normal map do the talking. Also remove those TINY edgeloops that are very close together. The normal map will describe that area. After you have removed all of those, convert your saved tris into more sides…
What you are seeing is the AO from the entire composition being baked onto that face, My question to you is do you need to remove that object for whatever your target purposes are? The shadows in the interior of that main outline are the grooves from the removed object, most likely caught on that plane due to a cage…
Hello everyone, I am a freelance 3D artist and a company wants me to make a low poly version of the next mall http://img822.imageshack.us/img822/9166/index2n0.jpg. I have more experience modelling for animation and films so I need some advice on this. The models will be used for a Kinect racing game that will be placed on…
Assuming this is Toolbag: The easiest way to do this is to bake both UV sets in one baker object. You can use the texture sets feature to bake both at once. Apply a unique material to the objects for each UV layout and then turn on Multiple Texture Sets. This will bake a set of maps for each UV layout. Ignore groups will…
Hi all, I have been following quite tiring workflow to get a nice round edge look on low poll meshes for game assets but not sure if this can be improved or if I'm doing some unnecessary work. Well, to get a seamless baking, I separate all hard edges on lowpoly model on Maya and then bake high poly model into lowpoly in…