I'll have to give a test out when i get home but I believe if the highpoly imports with vertex colors, you could plug a vertex color map into the diffuse of it's material and bake that out. Or use xNormal, like Warren said.
I wanted to make a character with the same style as the amazing Allods Online art dump here, and I also have long been wanting to make fanart of Christian Bale's character from Equilibrium, here's what I have so far, all critiques and criticisms are very welcome!
in substance painter and marmoset toolbag the texture looks fine (straight lines on the pants) but in blender and maya it looks skewed, here are the images Blender: Substance painter
Hey! Thanks for the quick feedback.To clarify: * I am using 16-bit depth normal maps, exported in PSD format. * Regarding the World Space Normal map: I do use it as an input for a specific diffuse plugin to improve my texturing workflow. * About the seams: I definitely understand that a color shift at the UV borders is…
Hi, I'm trying to bake the rendered scene to texture in UE5. I can't really find how. I've tried the LOD generation tool and am trying to fix this error: LogMeshLODToolset: Warning: Non-parameter texture sampler detected in input material [M_]. Output materials may have unexpected behaviour. currently also trying Render an…
Once you have the hair planes laid out in max or Maya, bringing it into mudbox as one mesh and painting the hair in 3G seems like it might give good results. Would this be possible? And realistic?