Question. Not sure but having some trouble with this recently. Normally I would use 1 mesh 1 smoothing group in order to bake off bevels. After this test though I may need to completely rethink this. I did a test mesh and did some bevels on it with a fillet. The high poly is on the right and the lo poly is on the left.…
As a long time 3D Coat user, I'd like to chime in. I think 3D Coat is amazing for low poly sculpting and blocking things in using voxels and then bringing your sculpt to a certain point, but then there is a gap where you might want to take a sculpt to a more polished state after retopology. Zbrush's ability to allow you…
Hello, i have a problem with baking the texture maps in xNormal, it looks like xNormal is ignoring some faces completely. Maybe someone has another idea what the problem could be i already tried everything i could think of. Thank you, in advance.
Hello, I'm posting here on behalf of the team working on the Multiversus Infinite community mod for the game Multiversus. We are a dedicated and hard working group of programmers and artists who are committed to making the best mod we can and have made significant strides in development towards our goal of 1.0 launch, we…
Your distant mountains should just be made using the landscape tool. Since they're far away and viewed through a fog plane, there's no reason to have super detailed meshes. And they're so big that doing a unique unwrap for them means density issues anyways. Make several tiling textures and blend them using height data to…
Yea, I'm against tessellation for now. It's great for some things like rocks because its phenomenal at that. Your cons a tad bit off AND correct in that: A. Texture size can be whatever you want, and you don't need to tessellate it down to a 1:1 scale at run time. Most pixels in the 1024 map won't be used. A 1024 map at…
Does anyone know why basically any base color/albedo gude says asphalts including old/worn ones base color should be darker than any random grass/ foliage albedo and yet I see it every day that a grass is usually darker through a day until late afternoon at least toward the sun only where we se lots of grass translucency/…
Hello, any kind hearted souls that can help me out? I baked my normal map (and other maps for texturing) in Marmoset Toolbag and they looked right inside Marmoset, but then when I export to Substance Painter to start texturing I'm getting visible seams. I already tried troubleshooting steps from topics with same issues but…
I haven't done this yet. I'm trying to understand it. So please let me know where I am wrong and clarify. From what I gather, you: - Build a high poly model, then create a low poly model (from what I understand by modeling against the surface of the high poly, like with freeform modeling in 3ds Max). - Unwrap the UVs for…
Hi, i created a terrain in Blender which i would like to use in Unity. I don't want to use Unity's Enlighten for lighting so i baked all the stuff (diffuse, lightmap, ao, etc...) into a single texture using Blender. After importing this to Unity the results are quite dissapointing - texture is blurry and pixelated and is…