Hi I'm sure this may be obvious to many and I'm sure it online but it helps if I have get a direct answer on things I work on, what are these issues I'm getting when I'm baking my model. I know it on the normals. Does it have to do with the edges not being smooth or my UV unwrapping. Just curious on what things I should…
It looks like there's a path on the left that leads to the bridge but it's not very obvious, so the untouched grass around the bridge entrances make it seem untouched by humans but very clean. Also this sounds stupid but I'm not smart enough to articulate it better, the lighting on the bushes seems a bit too dynamic…
zBrush can bake udims too. You can bake udims in xnormal too, but for this you need to bake the seperated udims on after each other and name them by hand. This only wirks when one mesh doesnt use multiple tiles.
I'm currently working on the low poly version of a knife (for the monthly noob challenge), on 3DS Max, and I keep getting this issue whenever I try to bake the ambient occlusion map, using the Default Scanline Renderer. I get these white pixels/artifacts, but only on the areas which are darker/deeper into the high poly…
Hi I just started to learn 3D modeling and texture baking. I've tried to bake normal map for simple objects like sword or an axe. But I always got an artifacts. So I've decided to try this process on much simpler material. Here is classic cube low polly: I've used texture atlas to unwrap it manually. Then I've created…
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