Exporting as FBX fixed the faceting. I tried the synced workflow but got... worse results. Now im really confused. Here are the two results both viewed with the same FBX in marmoset two and tangent space set to 3ds Max. A. Xnormal to Handplane. Baked with OBJ in XN as 16 bit tiff World Space (see link for why 16 bit tiff).…
Max Smooth Groups are more akin to weight-painting than just hard/soft edges - this is one of the reasons smoothing can be 'shared' across more than one 'group', something you can't do with Blenders implementation of edge marking (and why it's a complicated mess to implement in Blender using their current system). In…
Hello Guys. I'm pretty new in the environment design and i would love to hear opinions from you.I'm trying to create everything from scratch using 3d max,udk and Ps.In future my plans are to try to get a job as a environment artist so now i'm spending most of my time creating meshes for my portfolio. The first 2 pics are…
There's a few important things to consider: 1. The bit-depth that you bake your source content at. Generally speaking, it's a good idea to bake at 16 bit so you have a very high quality input for your texture. 2. The bit-depth that you have for your working files in Photoshop, Painter, etc. Extra bit depth is helpful for…
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Pick a tier that fits your deadline and budget, from a handful of nodes for
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PogoP, as I can see, you want to optimize these buildings for Nintendo DS... :) You could easily break up the entire texture in many smaller textures, in order to make them tileable. Since there isn't much color in every texture, you should use only 16 colors when you export them. In this way, their size in kb will be near…