Hi,I have models textured in SP that were used for offline rendering. Now we are discussing if we want to bring them to Unity hence doing retopo to get low poly models. Can I bake the High res Material maps inside SP onto a low poly mesh so I do not have to do the texturing again? Or is another app needed for this? In…
Hi maxes radiosity solution is crap and very slow. i want to test other solutions for baking AO and GI into verts for max besed meshes... so far ive tested xnormals simple gpu AO tool which is extremely fast but lacks bounce light. anyone else got decent results using vray or mental ray to verts in max... may need to…
Hi folks, So this is my first proper post here, I've been using 3ds Max for about 5 years and I've noticed that although I'm comfortable with modeling, the presentation and rendering side of things is something I've never understood properly. So I have a scene of a train cab that I want to bake realistically for a game, it…
My guess your issue is with 2d patterns like procedural brick texture because 3d noises look same from any view directions. For 2d patterns a common way is to use so called tri-planar projection. Blender doesn't have it by default but it's either possible to find on blenderartist.org or do it on your own: You make 3…
Hello all, my question is, if it's possible to bake a normal map from a highpoly ZBrush-model onto a lowpoly model which is already UV-mapped. I think it should be possible somehow but I just can't find any info about it. So, if somebody has too much time and likes to answer on this... (: Cheers!
Hey, about the colors... .in Customize User Interface ...Colors tab .....Elements: Roll-outs .....Scheme: Custom Colors (make sure this is selected, or the changes you make in the elements will not take place) Hope this helps :)
Hello guys, here's the thing, I'm making a hero prop, and I need to add lots of gears, so my question here should I make the gears' teeth geo or texture, knowing that I will be taking close shots of the model and I'm concentrating more on the modelling skills. Thank you in advance <3
Hey guys, as the title said, I'm looking for a way to bake stuff from UV Channel 1 to UV Channel 2 in Maya. I tried searching, but couldn't find anything. In MAX I remember it was done using RTT dialogue, but now I'm using Maya and kinda need something with the same functionality. Thanks.
any of the above. If something is too high poly, retopologise it -- anything you get from any program will likely be high poly, its the only way to get those wrinkles, from there you make the decision about what needs to be geometry and what can be handled by a normal map. Model the shape manually without wrinkles and with…
"My guess the words "physically based" makes people a bit blind and not seeing how wrong the things are. Not believing their own eyes . It's a wrong name for game shaders imo." Well, while I would 100% agree that many *do* take words for granted, nothing about the term "physically based" makes any claim about the result…