3ds Max baking is highly dependent on the material you use, and the renderer you choose. Those have to be in sync for the BTT options to actually work. What are you using for Material and for Renderer?
Been throwin' down some colors on this bad boy: This render has diffuse (and AO) and normal maps, and is just using default lighting. At this point I'm trying to figure out which direction I want to lean towards with the texture - realistic or stylized - and how far in that direction I want to go. I think I'll probably…
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This asset is intended for a real-time/game environment. I’ve attached the reference images I’m aiming for, along with wireframe and UV layout. The asset currently uses a single 4K texture set at 512 tx/m. No trim sheets or tiling textures were used. After rendering, the textures feel a bit softer/blurry than expected, and…
I went about trying to change the pattern, but any of the others that I'd rendered only came closer to the Royal Paladin than this version did. Finalized weapon: http://steamcommunity.com/sharedfiles/filedetails/?id=691048181
You mean the window doesn't come up? Or "nothing happens" when you hit render? MoP covered the first I'll tackle the second. You have to do some set up in render to texture. Make sure to "Add" the "Ambient Occlusion (MR)" map to the "output" rollout, it will also help to specify a File Name and Type as well as the…
This is great so far! Love the character. I think it would really help to hand this to a 3d modeler, and see what questions they ask about it. Creating a 3D game character from 2d concepts requires a lot of thought and effort, and hearing their questions will help you understand what's missing from your work, which they…
Hey BestArt well done on finishing your character! Some stuff that might help: in this case the amputation doesn't help. It doesn't help the narrative of the character. The render at the top is pretty flat. There is no drama and it isn't very interesting to look at. The bottom render has some real potential except it has…
Tons of progress this week!* split out input and rendering into different loops. input is captured at 1000hz, and rendering happens at monitor * refresh rate. * caching input to handle the above ^^ * brush presets! * layers! * compute shader compositor! * svg icon rendering to atlas (yet to be used) * progress on the…
It actually runs smoothly even at 28M polys, probably due to the 1 bone = 1 mesh principle (excluding cables). I animated it straight after ZBrush, then reattached textured meshes to bones, but it could actually perform well on a USD import too — it has real-time performance in the viewport on a gaming laptop (i9-14900K,…