*sigh* Nothing you do with a normal map will give you an AO map. A normal map records the surface slope, flat recessed areas that would have dark occlusion shadows would be perfectly white on a normal map. Using any combination of R, G, or B channels cannot change this, and it is something to keep in mind. That said, I…
So I have my HP and LP meshes. I currently have the area in question on the LP not conforming to the HP (the bolt). I was hoping this would be ok, it's not like I need it to be sticking out a lot in the bake as this is just a small part of a larger object. The bake is pixelated, might just be the small texture map I have…
New banner added, congrats @Frozishe ! Also, belatedly gave each artist a "Banner" badge... sorry for the delay, totally forgot to do this. You can check all the badges here
Hello everyone! My name is David, I am an avid Blender user and a soon-to-be Games Design student. I have done a series of tests to see what is the easiest way to set up smoothing in Blender and how to correctly export that smoothing information in FBX format for later use in Unreal Engine 4. I would like to share the…
At last have a time to visit a forum!:poly124: Easiest way is like Eric said use B]curvature[/B preset but disable all sliders except B]sharp[/B. Another is to create it like DDO is. 1. Make two copy of your base normal map layer. 2. Invert it both. 3. Show on first layer only Red channel and on second one only Green…
We just took a look at it at the office. The art is gooorgeous. Lots of texture popping, though. The thing that seemed to be most lacking was gameplay. It was boring to go from point A to B to A to B to A to B to A to B. On top of that, the character would launch into the sky and scream like a crazy clown if you slightly…