Not sure if this has been asked before, I basically need to bake lightmap with only lowpoly and normal map, kind of like how painter does it, but it can't use custom lights. Thanks!
Stumbled upon this earlier. I realize AI generated images is quite a hot topic right now but this seemed really cool! Github Link: https://github.com/carson-katri/dream-textures
Looks pretty close to what I'm after! Camera is likely to be quite far from the material so blur quality isnt tooooo important. Did you use an inverted cubemap for the diffuse, and blurred via the method linked earlier?
Hi everyone. I working on this little environment. Its a room of a castle, and i will make more rooms soon (Probably the whole castle Interior), when i finished some props,textures,etc. Any feedback would be good :) *The wall texture and some more are wips The textures are mostly hand painted I also created LOD1 for the…
Hey polycount! For a while im working on a out door environment. i started to work on the textures for the terrain now i runned into a problem i'm following this tutorial thats founded in the wiki. http://www.oggyart.com/tut_handpaintedgrass.htm It seems like Maya transfer map ignores alphas... is there any way to fix this…
quick tech question, how do I do the displacement map / matcap baking described in this video http://www.3dm3.com/tutorials/zbrush/baking/ in zb3 r3, I was following the tutorial but zb wasnt doing the same things for me as it was the tutorial maker because of the different versions, was the workflow for doing this reduced…
Let's say I'm making a sci-fi crate. I want to assign flat colors to my hi-poly crate (red for bolts, green for metal, blue for everything else) I want to do this because I need a flat color map for dDo. How do I do this in Xnormal? Edit: BTW, I'm creating my hi and low models in 3ds Max.
I shared this on LinkedIn, might help some people here too. Don’t use Gamma on normal maps Normal maps should be saved in linear color space, without color correction from Gamma or sRGB. A lot of game PBR texture pipelines use sRGB color space, which is fundamentally very similar to Gamma 2.2. It’s so close, they’re pretty…