Hey everyone, thanks for the feedback on this piece — the anatomy critique on the foot was correct, so I went back and fixed it. I've updated the image in the original post with the corrected version. Quick note on my workflow, since it came up in the comments: I work with AI generation as a starting point and do extensive…
if you've got smoothing groups set up(hard edges) baking with an offset instead of a cage will result in missed detail at the edges, as the hard edges are "broken" during the back process and expand independently. Using cage means that your hard edges will all be welded and seamless instead. This would result in some…
Like the tiny grab game, instead of doing the usual expected commentary towards portfolio specifically i would say based on current events and my own historical background/experience with this "employment field", I'd say one is much better off exploring their own possibilities of making their own games and gathering a team…
hi everyone, i have baked my normals in Xnormals and i get this weird artifacts on my tires. My UV map is 2048 by 2048. AA at 2x. On the Normal map i included, on the bottom left is the UV space for the tires which all the 4 tires share the same uv space .
Hi guys I am new to this community and I'm loving it!!!:poly142:, I searched the forum and no thread that helped me to answer my question. Could you please say me what means to bake a texture? The only thing i know is that it is done to an AO, and how it improves my model? thx
Hello After baking complete light i get only diffuse texture without a shadows or light. When i am disabling visibility of highpoly model (which i dont have, just using lowpoly as hp), it gives me a black color texture What am I doing wrong?
I just got the strangest request from a client: he has a standard set of textures (diffuse + normal + specular) that he wants to convert to diffuse only. In other words, he wants the detail from normal + specular baked into the diffuse. He also told me to use a fixed lightsource, placed at the middle of the texture (to…
Here's the big ass post: From the beginning: When you make a model for a game, it's necessarily lower in detail than the actual object in real life, due to limitations in real-time render speeds. For example, a barrel might have 24 sides in a game. If the game model were lit in a completely accurate manner (flat shading),…