Nearly finished my basic port for 3ds Max. this little script can start xnormal, bakes high to low and can visualize the result via the Xoliulshader. hope i got not that much bugs. still new to max script :poly142: this tool only bakes one lowpoly in your current max scene. the highpoly has to be finished with some other…
Thanks everyone for the nice support you always show me ;) For baking i guess i can repropose these tips that i wrote few years ago while i was doing a Protoss Zealot fan art. Beside this there isn't really much i can add, it's all a matter of getting used to do bakes, learn from mistakes, and stuff like that. Here it is:…
1st off don't be afraid to experiment, try things and to find ways that don't work. Finding out that something doesn't work, is one step closer to finding a way that does work. It's only a failure if you give up. When it is for your benefit to do so, but don't be dogmatic about it and cause more problems by trying to fry…
@stilobique : Great, i will do a few commits before weekend so it's a bit clearer, and since you know the topic already, it'd be very useful to have some impression (even just what i need to explain better about usage, or why you wouldn't use my workflow , i.e. my script assumes you do lowpoly 1st and start hipoly from a…
@Turks Thanks! So I'm not sure if this is the best way or even the standard way, but I do a little bit of both. By default, UE4 will import an asset with its pivot point at Maya's origin. If I'm exporting a prop that is bespoke or if it's a prop that I'll want to use in multiple places (boxes for example) then I have a…
Normally I don't move my high poly objects to match the low, I work the other way around. When max crashes on me it is usually because the modifier stack has grown pretty big and it has a lot of operations it's working through. The the objects history can slow things down or cause a crash. Some operations in a modifier…
Reducing the file size of a texture is huge. That's less VRAM that has to be loaded on the GPU, and if you're using a streaming engine, that's more room for other textures to stream in at the same time / more quickly. In some cases, having a single 4k texture over (4) 2k textures can actually be worse for streaming since…
A note about bent normals : I just wanted to point out that when many artists mention that they want a "bent normals" bake, what they actually want is an object-space bake - because the Y channel of such a bake contains top-down lighting information, which is indeed very useful in order to simulate dust deposit or even…
Yeah, exactly! And it's pretty simple to set up if you have a clear idea of how exactly you want your shader to interpret that packed map. Makes it really easy to iterate on stuff too - instead of editing textures, you just drag sliders until you're satisfied with results. Basically, my approach is like having a tiny, tiny…
@oXYnary " Is there a way to have two AOs in my maps with each option?" - Not currently, if you need two copies of the AO with different settings, you'll need to change the settings and bake to a different file. "Also, is there a way to have sub-sub groups?" - No. " Is this where variation comes into play?" - Variations…