Hii, Really appreciate the reply as I was struggling with this problem with no solution in sight and tried many forums but nobody really replied. I had a couple of questions regarding what you said. I have seen many people online who sculpt a lot of details like edge wear, edge bevel and other stuff in Zbrush and bake it…
Hey everyone, I'm not new to 3Ds max and modeling but I'm new to optimizing for games and so I don't know all that much about normal maps, I'm trying to bake my high poly turbosmooth model onto my low poly model on substance painter and I'm getting really bad artifacts with weird coloring all over the place near every hard…
I am trying to make a simple ground plane for a scene I am working on. I just want to bake out the diffuse as a selection map, hence the bright ugly colors. The red plane is UVed, but the blue rocks are dragged in and duplicated subtools. How do you transfer everything to the original flat plane with UVs in zbrush? Thanks…
Substance batch tools were designed and are used for precisely this purpose. I wrote a little wrapper program for them in c# that does my bakes for me and I know there are a few others floating around. The new automation toolkit makes this sort of thing a breeze though so I'd expect to see all sorts pop up for download…
As I remember, there is a way to bake a texture as vertex colors. What you'd need to do is to simply bake it as a texture first, then assign it into a material as a texture. Then in the vertex paint modifier, there is a button to make vertex colors from that texture.
There are lots of lovely new additions to the batchtools (6.0.1) in SD6 and I'm very happy that the commands have been consolidated into neat groups that are easier to write code around. but is curvature-from-mesh broken ? I'm working on meshes exported from Maya with metres for units, Relevant parameters being passed into…
Hi, I am working on a project where we are limited by polycount budget (because it's a Sims like builder game, we need to be conservative with polycount and texture). And one thing I am doing, is to use hard edge on models to maintain silhouette, and use a higher poly model to bake smaller bevels onto normal maps. For…
my idea is actually the other way around, being able to edit/comb these and then baking those into a texture. painting flow maps is just really cumbersome :) because on stylized hairstrands its a looooot of strokes, a looooot of blending things, while its just a few vertices/normals to bend
If you keep things together they will project onto each other which is not what you want. In example, my most complicated model even though some might not think so anyway, was a "rock" based character. I had to bake everything separately and so for example his fingers are separate objects and i had to bake the palms…
I think I finally got a bake that doesn't require much if any touch up in photoshop. I decided to work on an asset for the current scene I'm working on and I'm very happy with the results. Hopefully the AO bake will go as well. Here were the steps I used for this test: 1. Exported base mesh in Max w/ Zbrush settings option…