This is generally expected and something you will see with all baking applications. I just wrote a response to a similar issue on Reddit (I am not sure if you created this post or if it was someone else) but I'll paste it here as well. --- A baked height map will record the difference between the high and low polygon…
The only difference I notice is that the displacement map palette has changed a bit. Now you load the displacement map in there, change the intensity, and have to hit 'apply dismap' for it to be applied. The rest of the video should still apply. There is a new option now with Spotlight. Basically export the document with…
I'm wondering what sort of position you're planning on applying for? It's not exactly clear from the work you show here. Ideally, one should be able to get a good idea of what sort of job you want just by leafing through your portfolio. Especially if this is your first time applying, showing work that's typical of the work…
Hey guys, hope I can post this here as I'm using UT3 (and didn't want to necro the old thread) and I'm assuming/hoping the solution is the same for UDK. I did browse the threads and search the UDN before posting here. Basically I've created a vehicle and its got several Mat Ids, I'm getting it all sorted fine but I'm…
Ok, thanks Vig. How do you check your UVs? I literally selected the polygon representing the top panel of the N and applied an Unwrap UV. It was a single polygon (see attached). I only wanted to apply a map to part of the object so .. Is it ok to select only the polygons I want to map before unwrapping or should the…
Hello. Yes, of course. Here's the description of the situation and the solution I applied. First, I created low-poly and high-poly models. Because the high-poly sculpt was very heavy, I used only one instance of the objects for baking onto the low-poly overlaps and trims. This caused a problem with the AO map: on one…
@yukonwanderer yes i am familiar with arrimus's channel and have watched a couple of his videos, good place to learn. About question 1 : Yes if it smooths correctly thats what your normal map bake will look like!. Its good to have triangles and ngons on flat surfaces as this is where the curvature is not happening. i…
Hey guys, update time. Had some major issues regarding my pc- stupid issues with the editor, and my graphics card basically died, so been stressing over that. Back on track now though, although I've run into a new problem... (I've posted this in the UDK thread, on the off chance...) Basically I've created a vehicle and its…
hey James Thanks for the advise,I used hi-pass and pushed that abit more it got a tad to grey for my liking despite the hi-pass being applied to a duplicated layer then set on luminous blending so i messed with curves,levels and color replace to get the color back. I also forgot to reset the offset filter so putting like…
Hey guys.. So I'm trying to apply a 2nd and 3rd uv channel to an object in Max. I do a UV Map modifier, select channel 2, and apply it. I go into the Unwrap, and it's using the same UVs as channel 1... I've tried applying it in different ways, and nothing works. One thing I have noticed is that in the past when I've used…