The normal map looking good in the engine was probably not a simple fluke. Likely the tangents and binormals that got imported into Xnormal got imported into whatever engine you were using as well, meaning that they would look fine because they're using the same tangents that they were baked with, but would be actually be…
Yeah it could probably be a decent base mesh. Things you could improve: - edge loop termination on the forehead could be a bit cleaner (it's not that bad though). Same applies to the cheeks. You've got 5 edges converging into one vertex. That usually doesn't work that good during sculpting. - don't leave open edges for…
[ QUOTE ] hobodactyl Things that are important when baking a normal , it reduces agony. 1° Reset the xform to elimate artifacts during the bake. 2° Make sure the lowres silhouette covers most of your hires mesh , otherwise u get hard edges. 3° Assign smoothing groups that match the material ID´s. 4° don´t collapse…
if you dont like to use AO to darken off areas too much (i completely agree) then use it as a mask to do subtle colour shifts (paint fading, dirt), anything that is occluded will collect dirt and be cleaned less, you can also invert the mask and play with the levels to get a good mask for scratches. also mixing a cavity…
Ryan that's an amazing software you're doing here, very user friendly and fast. I have a question though, I don't know if it's possible or not because I'm still discovering CrazyBump. When I generate normal map there is sometimes a seam where my uv stops between two parts (it makes a little bulge on the edges), it can be…
A mix. Simply using a tiling texture for each mat type would work, but it's low effort and kind of meh looking a lot of the time. For a load of props, unique/atlased RGB masks might be worth considering. So a mix of generic tiling materials, with a mask to blend them with context to the object. an example for metal it…