Hey folks, Just starting on learning CryEngine - Curious how folks are baking out their normal maps etc. I understand the general process of creating normals (from high res geo) - More so curious about CryEngine specific stuff. (This is also in regards to hard surface/mechanical modeling) How or are you using shading…
Yeah, and this is complicated by which/how many 3D apps you're transferring to/from as well. For instance, the exact normals you'll get out of Max or Maya may vary. Generally if you need to export an OBJ/FBX to send off to be animated, the best mesh to bake would be from your animation app, temporarily triangulated and…
After reading Eathquake's excellent thread I decided to practice baking normals, hopefully doing it the right way. After some simple cubes I did a quick Zbrush sketch of a pillar. Here's the result, I'm mainly hoping for either :thumbup: or pointers on what to fix / general tips. Process: * Model basemesh in modo (Hard…
It kind of depends on the tools that you have access to. What you can bake in and how that app treats the mesh/particles/hair but the process is roughly the same. Make your high poly/particle sim/hair, make the low, bake. You might end up making cards or clumps and then baking out those pieces. It all depends on what the…
Hey guys, first post on the site even though i've been lurking for quite a while. I hate for my first thread to be one of shamelessly pleading for help but i've hit a bit of a brick wall on this one. Below is an asset i'm working on for a Lovecraftian Style seafront environment, i modeled the high poly and reduced it down…
I'm having problems when I bake my high poly mesh onto my low poly in Substance. I used a tutorial where you separate the different mesh parts into different texture sets and you don't have any overlapping mesh pieces in each set. This has given a really good result except for behind the ears- probably because there is an…
Hey guys. I'm in the process of doing a low poly for high rez mesh and I'm starting to second guess some of my choices so far on some of the parts specifically with wires/cylindrical parts. Below is a HP wire and outlined in red is what I've removed for the LP version so far. I figure that this console if in a game and a…
I'm an old school Maya user, and back in the Mental Ray days it was pretty easy to bake AO to your vertex colors. Does such a feature exist in LT 2018? All I can find is information about baking to texture maps, which is not what I want to do. If not, does a seperate app like Marmoset, 3D coat or something else support…
Hi, everyone. I've been trying to bake some AO in Maya and it's just not working for me. I've got a room and within the room is an object that I'm trying to bake AO onto. What's happening is that the resulting map is completely black apart from the small bits that are actually going through the walls into the outside of…
Hi! Here is the last model, a handpainted practice to enhance my skills.The model was provided by VSquad School. Take a look in Artstation and if you can give me a like i'll be grateful. Thanks!#art #3Dart #GameArt #Gamedev #gameart #stylized #3DArtist #Handpaint #3dprops https://www.artstation.com/artwork/Nq9k5d