Hi guys, So this is something I've been racking my brain over for a bit now. I started a character a few months back to teach myself the high poly sculpting to game res mesh pipeline, and needless to say, there have been some kinks along the way. I've brought all my pieces into Xnormal and baked out AO/diffuse/normal maps…
Here is what I get after baking the H-poly brick wall,the thing bugging me is that its made from one sculpted brick moved/rotated around but I get problems mostly only on bottom part of the texture?
Hi, i have my low, high and uvs, but i cant bake properly the normal map. I have tryed several things, but i keep getting these result, any help please? (Some other areas DO look ok)
Hello guys! Let's say I have a character model with body, armor and weapons. Do I need to UVmap these separately and bake separately? Can I texture them together in Substance Painter? How it should be done? How are you doing characters?
Hi! So I have a model that is linked to a spline via Path constraint. I would like to be able to bake this animation into actual animation keys. How would I do this? Hopefully I am being clear enough here! Thanks in advance! :)
Im having trouble creating clean low poly shells to bake my high poly textures on. I was tought to use quad draw but it just seems super messy and difficult to get the polys to cover the high poly without breakage when baked onto the low poly shell. Is it just too low poly or are the models not symetrical enough. Any help…