Yeah. I should have explained better. Scan Store provides full body assets. They come with a 5 subdiv level Ztool and the following maps: color, normal, roughness, specular roughness So the geometry is not baked to a displacement map. You wrap and transfer the geometry details to your own model and export the displacement.…
Greetings. I would like to ask your professional opinion about such subject... Here are several item icons from one old game. From your perspective - are they drawn by hand (pixel art, etc) or rendered from the 3D model? Just for comparison - this is what i have got by rendering their ingame 3D models - images somewhat…
Hi all I am struggling here to create a workflow. Would love some input from anyone. My goal is to have either morph targets or alembic animation data, of a baked cloth simulation that I can use in unreal engine. I know you can do it in-engine but it will lag out for my use case. Essentially I can’t just make the cloth…
Thanks Tea! I finally finished up this little pillar break down. Now let me pre-phrase this breakdown and say that this might not have been the best way of creating this asset. I learned some valuable lessons on this one. If I were to do this asset again I would make some adjustments. Figure 1-C was the biggest problem. Im…
Right, but that's largely irrelevant though ... Once the OBJ/mesh is imported, one has to work with it :D Shaving off about 2 seconds of export time is not what's going to help with retopo.
Yes, I loaded it into substance painter, the model loaded and baked without any complaints. I tried to upload a file in OBJ format to Marmoset, but the problem did not solve.
I have a CAD mesh that I exported from MOI3D, and when I bring it into Marmoset it seems to have no shading problems which is nice. My problem is when I import that mesh and re-export it out I'll get certain issues that wasn't present before. The left is my re-exported version and the right is what directly came out of…
I've got quite simple issue there. My models can consist of hundreds of groups and separate meshes (instanced details, parts separated for convenience of editing and so on). The thing is, though, that I'd like my object to consist of a single mesh when I'm ready to use it in an engine. Unity is a particularly useful…
The support loops are there to improve the quality of the bake - they force projection angle to be perpendicular to the surface over the most of surface area (if I understood this explanation from EQ correctly): Believe me, I would love not to use any support loops like those - they are extremely irritating to deal with…
I've been trying additional stuff while waiting. I have discovered a couple of interesting things. OBJ is interesting to me because it specifically has the option to import as a single mesh at will (in addition to giving an option of importing as poly rather than just as a mesh). However I was having issue getting MatIDs…