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…
Nice progress @fairlyBread ! That props' design gives me a bit of a 'Dishonored' vibe. Looking forward to see it with some textures applied. What approach will you use for textures and what sort of style? Will you bake some information from a highpoly or work in 2D? Any idea yet what software you're going to use to…
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.
Just completed my first high poly to low poly normal bake attempt. Went pretty flawlessly, created a low poly mesh in Max then used Mudbox to create a high poly mesh and add details, nothing too fancy. I know its not particularly exciting but critique is welcome. Final tri count is 4,400.
Let's say I bake a heightmap texture to normalmap via 2d program (nvidia tools, xnormal PS plugin, crazybump, etc) - since the 2d program/plugin doesn't know how the faces are rotated on the uv map - the resulted normalmap might be shifted the wrong way. How would I go about getting the orientation right ?
Stormseeker Games is seeking a freelance 3D Character Artist to help develop characters, modular armor, weapons, and customization assets for an in-development turn-based tactical sci-fi game. We are looking for an artist experienced with: * Game-ready character creation * Modular armor and customization pipelines *…
So i finished a sculpt in zbrush and polypainted it. Now am trying to use xnormal for baking maps to a retopo mesh but am having some troubles in the maps. I am unable to find any solutions so you guys with experience with these kinda problems have to be the guide... pls help with possible problems?? 1. check out the…
I saw some examples how to bake material from Zbrush into texture from hipoly model on it's lowest subdivision level here http://sebleg.free.fr/tutorials/zbaking.html But I need to do the same trick only with my new retopologed model : (low poly model already has UV coordinates) Any ideas how to do it ? :D
Hello people i just heard that people started using round shader for baking normal maps on hard surface. Since it would simplify the process greatly, i would like to use it as well, but i can't find any info about it. Does anyone have links to share? Where to find such shader, what is the pipe? Thank you.
A recently released tutorial covering another texturing workflow. This recent release from 3dmotive features instructor Galen Davis, or Darkmaster as he's known around these parts, covering his workflow for creating textures using Zbrush, xNormal and nDo2. He also goes on to show how to view your final model in texture…