Yes, but you still do not bake them. In current gen games, white in the specular means more shiny, black means less. You need to make it from scratch or base it off the diffuse texture or something, but there's not really a way to bake one.
If been learning Zbrush this past 2months and I came to the realization that remaking a base body & face for every character will take alot of time that could rather have been spent making the full character. So my question is, is it ok to use some premade base mesh for making my own characters? An anatomically accurate…
Hi all. Been a good long while since I posted in any forum but I've hit a snag and I was wondering if there was a solution. I'm modeling in max 2014 and baking in Xnormal solely using ray distance values (not using a baking cage). My issue is that for whatever reason, when I bake with a mesh comprised of quads, I get a…
Just in case you haven't found an answer yet this is a good tutorial for how things work: https://www.youtube.com/watch?v=r3c6NH47gkY&t=68s&spfreload=5 Basically, you want to keep the low poly's faces as close to the high poly's as possible to not make it too difficult for the baking program to get out a good-looking…
and there is no commercial available tool that is able to paint "direct" into ptex... all of them are uv based and baking in the end... and ptex is geometry bound... no reusing... no modeling on textures stuff... very dangerous...
Unfortunately, light bakes are no longer available in Toolbag 4. This functionality was lost when the baker was refactored to work with the newer ray tracing backend. This is something we may be able to add back in the future, but further R&D is needed.
Small update. And a new issue. Here's the crazy workflow I did:* Created a silhouette vector line object in Maya and extruded it * Brought that into zbrush and gave it some better depth (and that's how it got doughy) * Brought that into maya and used the quad draw tool/make live button to make new topology * Then modified…