@MichaelF thanks for checking us out! We have focused on streamlining the workflow to reduce your time spent fiddling with the baking process. Our baker is designed to streamline the baking workflow into a game engine. MightyBake can bake normal maps into multiple tangent spaces for unreal, mikkt, maya and others, so there…
All the bakers but the high poly based ones are already GPU based and pretty much instantaneous. High poly based AO and Tangent Normal bakes are CPU based but multi threaded and should not take more than from a few seconds to a couple dozen seconds with really heavy meshes. Anti-aliasing will increase bake times…
I'm optimizing a number of hard-surface vehicle parts from Solidworks by baking high-poly details to the low-poly mesh. When creating assets for games, I almost never use 90 degree angles on high-poly models. However, this particular asset I'm creating has a combination of beveled and sharp edges. I have a feeling that the…
https://www.artstation.com/a/13718837 Base meshes can be used a lot, the most important of which is the use in the game industry, which can give us a lot of speed. In all project, many items required by the artists consist of repetitive and similar items. To increase the speed of each artist in all tasks and parts of the…
Hey everyone ! So , have stumbled upon this article lately and got lreally interested in the following technique ( page 77-78): "For lighting the smoke we didn’t want to pre-bake a single direction as is done in this example...
besides not matching the real lighting conditions.... this would also not allow us to rotate the…
When I was doing lighting, my day went something like this: Sync to perforce, review the log and look at any changes that were made to the layout or environment since I last looked at it - both in Maya and on console. Since the tech used shadow casting geometry that was used for dynamic lights, if the level was modified…
I also had this question, until I learned that you as the modeler should be able to change the eyelid many times throughout the making of that character. So it's not really about "do I start with it closed or open", but "how can I quickly/easily switch between closed and open eyelid shapes?" Whether you're modeling for…
Does anyone have a solution to this issue I have been having with my Zbrush - Maya - Substance Painter workflow, when it comes to baking normals. Examples below; Zbrush - Maya - Substance Painter (For this example I have made no adjustments to the file in maya, simple import and export back out as OBJ) Zbrush - Substance…
As a 3D modeler on a mod, it is up to the modeler to take care of optimization. You shouldn't wait around for your higher ups to tell you that your model is being incredibly wasteful in terms of tris, a quality that will definitely not help you land a job in the industry. You should be able to take the initiative and see…
With the new PBR system. Do we need to bake Low poly to Low poly AO. I thought this is calculated in real time.Might be a noob question.I am still learning.