Hello Everyone. I'm currently making a series of floating islands and I'm currently documenting my work in progress on Sketchfab. Unfortunately after uploading the current FBX file which includes all the vines you see in the picture below. As you can see in the sketchfab link It's uploading at 16.4 million polygons. I'm…
We are Lucid Realm Studio, an indie 3D game art team, and we are currently looking for freelance 3D artists with strong hand-painted texture skills to work on stylized armor sets with texture quality level and art direction of titles such as World of Warcraft. Project Details * Style: Hand-painted * Textures: 1 × 2K Base…
I've made some models and put them together into a coolant block, from which I want to snag details into a simple cube, using texture baking. Here's the problem though. This coolant is made of parts, some of which are instances. These parts are separate, and it would be quite advantageous to keep them that way. However…
I've been looking around for a way to convert Maya fur to a texture and can't find anything. Most of the fur I'll be using is short and lays flat, I'll use planes for some longer areas. Right now my only solution is to use the mopKnit script to make a flattened version of a model and render it flat. But then the seams suck…
Hello, student here. I'm having difficulties with baking my normal map for a school assignment. Been trying several different settings such as for example ray distance, 3d cage, minor edits to the original mesh but the results always end up looking about the same as the picture below. Having googled for hours at this point…
Thats a lot, Pola. for the most part that fixed my issue. My next question is about the process of high poly baking. I have the muzzle brake modeled and next will be the barrel, but when I go to create the normals should I create a separate cage for both pieces? Or will a single mesh bake the normals just fine?
Hello everyone. Please help me solve the problem. I think Marmoset is broken or I did something wrong. I needed to replace a small detail on the UV set. I deleted the old mesh, added a new one (LP and HP), manually placed islands on the UV set in place of the old islans, baked the Normal map, and noticed that the new mesh…
Oh wow, baking right out of the 3D app is a huge time saver, didn't think of that Used a normal shader that is linked there with 0.5 gamma (for anyone using C4D reading this ..lol) http://planetpixelemporium.com/tutorialpages/normal3.html Looks exactly like Xnormal in engine, but now with unbelievable AA and I can even…
That someone was probably me(if not I've said the same/similar things many times). Main benefits: A. Better uv usage. You waste less space having to uv parts of the mesh that are partially/completely occluded, and you can have more continuous uv layouts which are easier to paint on(less uv islands). B. The less unique mesh…
I've been re-importing and baking repeatedly for hours now. I think part of the problem I am facing is that the window planks and other meshes share the same map space. I was trying to be efficient with the space... bad idea i guess. Additionally, tweaking the AO bake settings helped a bit, but I don't think I was using it…