Hmm, I dont seem to have a probklem with it. i uploaded a new version. Perhaps the upload was stopped prematurely? Try again Eric, and let me know... -R
Eric is full of knowledge :) I usually use the cage on everything that has a lot of geometry and not use it when I bake simple things like 'cover blocks' or pipes...
Really? That might've been worth buying a shitty magazine for, This is the 3d equivalent of Computer Arts Magazine, right? If not, ignore me. edit: Eric, that texturedesk is pretty cool, actually.
Thanks Eric I heard some talks they were going to implement displacement /normal baking for imported low res mesh . Thought it might be there alredy or it's what their ortho projection does ?
Eric - In Substance Painter, Tri planer is different from a real time shader one. It gets baked into a unique texture. So in this case, increasing the amount of tiling would not help unfortunately.
Thanks for the tip, @Eric Chadwick, I'll definitely check out that section! I also updated/replaced my link, you should now be able to view some of my work.
Other human I'm working on to practice clothes and props, as well as the more human proportions that a lot of miniature companies use now. The concept is also by Eric Belisle (noticing a pattern here?)
@Eric Chadwick By packing i mean the albedo, roughness, occlusion etc. I know that i can pack Metal/smooth with occlusion, but was wondering if would be best to keep them separated.
Spend some time to search exact same HDRI like Eric say, and found a default one. It was made by Nikolaus Hoppenthaller. I hope it will help to make more calibration presets!