Those colors are inverted or rotated shading. The object space source map being fed into handplane is facing a different direction than the lowpoly model it is using to calculate. What does your object space bake look like on the model? Place colored lights on opposite sides of the model to ensure the object space normals…
Come one, come all to the "The Just for Noobs Learning Challenge" The main point of the Challenge is to have more experienced members of Polycount teach a small group of less experienced members and help them in an objective based gourp of small mini challenges. What will be in the challenge? In the challenge the noobs…
Hey guys, doing some collapsing and cascading rock projects right now and hitting a few snags, wondered if I could get a little help. My major problem seems to be having a object that I hav dissect into cuts and pieces. I am really just looking for the the object to fall and obey gravity and hit the ground But I seem to…
Hey polycounters, I have recently released a tool that I have been working on called Stat Man, Stat Man is in its bare essence a statistics viewer, renaming tool and batch exporter The tool is very easy to use, allows for super quick access to scene objects in those scenes with hundreds of objects! You can rename masses of…
Hi All I have some timeout from work so would like to refresh my script library and i`m looking for recommendations from other Environment artists for scripts you couldnt work without. The few that i`ve always used over the years are... LocalTools - re-orientate axis for current selection from edges,faces,etc LayoutTools -…
Short answer:Nope Elaborate answer: When I was in the situation I wanted the same setup in between different projects, I often duplicate my mari scene (when you 1st open mari, right click on your project and duplicate / rename it), then I open the new one, and import the new object as an object version. I then remove the…
Short answer: Because its not simple to do, which makes it difficult to do fast. Long answer: In order to keep rendering times low as little of a scene as possible must be drawn each frame. So objects and polygons need to be culled, one part of this is depth from camera. Objects which are behind other objects are flagged…
@Jessclaggett- I did not realize that my crates normal and diffuse were inconsistent until you brought it up. But after looking back at my normal I saw what you were talking about. I will go bake and fix that and possible make my texture more unique. As for the rocket launcher when I was creating the low poly I didnt know…
In order to solve any part, you need two things : first, a solid understanding of your modeling toolset ; but secondly (and more importantly) a good understanding of the design you're attempting to recreate. These are two very different things. So in order to understand/solve this object, you could for instance sculpt it…
it's irrelevant where you do the texture . Re-baking from one object to another copy with modified UV or form one UV channel to another UV channel of same object works in every 3d soft. IN Blender: 1. Add another UV channel and edit it to what you need 2 . While this new UV channel selected in the list keep camera/render…