[ QUOTE ] I got a problem when baking my normal maps, I got small red dots that I can't get rid of. I have discover that small object can cause this, but now I really don't know how to fix the remaining dots. My cage don't cross these areas so I don't know what to do. Someone got an idea? [/ QUOTE ] 3dsmax can act stangely…
#ThrowbackThursday Back in 2014 I made this quick sculpt #fanart #JohnnyBravo made with #zbrush recently I #3dprint it and paint it for nostalgia sake you can get the #stl at Cults. https://bit.ly/3RJSX29 #3d #3dartist #3dart #cartoonnetwork #cartoon #stylizedart #miniature #figurine #character #artistforhire
Hi there, I'm trying to bake a simple normal map from high-poly. I'm getting some wierd issue I can't resolve around the edges, anyone knows why? The edges aren't smooth.
I'm trying my hand at multi-tile UV mapping for the first time. To practice using UDIMs I've modeled a tank with 16 UV sets. I'm aware that Toolbag 3 does not currently support UDIMs but at the same time it is possible to use/render them in Toolbag. So, I'm wondering if it is at all possible to bake in Marmoset Toolbag 3…
Hi guys, I have this problem on all mesh i import into mari. While it paint a correct stroke onto the buffer once baked there's lot of strange artifacts ... Any ideas ? Thanks in advance. Massimo
Open Barrels, Trash Cans, Dumpters. For these things, things that have a deep -inside-, is it commonplace to separate the innards and move then away from the main mass when doing your baking? Or are there other workaround I haven't considered?
Hello everyone! This week I’ve been working on the retopology of this model and its UVs, as well as running some test bakes. I’ve also done a quick pass on the main materials, but there’s still a lot of work to be done. I hope you like it!
Hello everyone! I'm very happy to share my latest project with you! It was quite a long journey, but it was also a lot of fun and seeing this character taking shape and life was definitely very satisfying! All the lighting, presentation and renders were done in Unreal Engine 5.6. I'm very happy that I can finally say that…
To echo some of the above : - Be excellent at creating highpoly models, both sculpted and as manually crafted geo - Be excellent at creating ingame meshes - Be excellent at UVs and baking. - Also pick a 3D CAD software like Fusion, Moi3D or Plasticity. And then things will vary from one project to another. Honestly not…
Hey Guys, Can you please help me out for baking AO without any surface shading on model Please check image below- http://www.image-share.com/ijpg-2910-96.html Ref B. Thanks