This is the easiest method. For sure. Personally I use Renderhjs' Textools (which essentially does the same thing) but allows me to quickly back out color maps based on Meshes or Mat ID's. Sometimes baking out separate mesh colors are nice to identify group locations of objects. Ultimately though, it comes to down to…
Hi! I'm an artist in games with around 10 years of work experience. Always wanted to post here but never did. This is the initial costume design part of my work that was done some time ago almost all in Marvelous Designer. At this stage I like to use MD to sketch out outfit ideas and add my non-clothing items as 'trims'…
I remember seeing a tutorial where it's explained how to deform low poly by HP's uv's. The example was scarf modeling/baking. It was a great tutorial, but I can't find it anymore Thanks.
I have the hardest time baking a smooth object to a low poly unsmoothed object. The best I've done is apply beveling to the edges of the low poly, and it helps a bit, but there are still artifacts and the added polys. I've been searching all day. Here's the high poly on the right, low on the left. Any advice would be…
Hi guys, I'm gonna render a high poly knife using Vray and with lots of details. For this, I need to have an AO map in order to use in Quixel Suite. I'm gonna use high poly in Quixel so there is no low poly mesh at all. How can I bake AO map just using high poly?
Are there any guidelines in how to split your mesh? I want bake high poly details on low poly object in Substance Painter. Any best practices or tips? Thanks in advance!
Hi hi, Does anyone have a link to/knows the process of rendering a diffuse map in Xnormal from a model built in 3D Studio Max? I am struggling to produce anything other than a white render. (I have been using bake highpoly's vertex colours and have unchecked the ignore vertex colour box on the high poly). I am building…
Below's a pic of what I mean, anyone know why? Using max, happens regardless of map size, supersampling or cage position, it seems to be random from I can tell too as it fixed itself when I made a small adjustment to the high poly model (didnt do anything else after and baked and it was the normal colors again)
Hey there, I'm trying to bake a cavity map that looks like this: But for the edges of this gun here: Basically I just want to highlight the sharper edges in the texture. How would I be able to do something like this? am I on the wrong path with cavity maps? Also, I am not planning on a highpoly version of this, just…