TEXTOOLS 1.6 NEW RELEASE UV LAYOUT * Stitch added, an accelerator to the vanilla UV Stitch operator which preserves the position of the original selection and can sew multiple edges from multiple islands and objects at once. * Align World improvements: added Axis option to gain control on the tool when the global…
Hi I've been really impressed by ambiant occlusion tecniques to generate a dirtmap but I've been wondering if it was possible to get a 'wornmask' in a similar way. By wornmask I mean a map showing were the object is likely to be exposed, hence wheathered. pits&peaks is a nice max utility that generates vertexcolors based…
Hello, I'm trying to figure out what I am doing wrong, there are noticeable seams when I apply the normal to the object. The polygons are the same smoothing group. I also tried xNormal and Mudbox and i get the same issue when i apply it. I am viewing it with Xoliul. When I check objectsapce in the material it looks fine,…
This looks really nice! One thing I noticed is your tires don't seem to bulge at the bottom where they press against the road or floor. Kind of makes the car look like it's floating. Also, the rims seem to be all perfectly aligned, but some could be rotated a bit for realism?
A bit of a tangent, perhaps, but I was hoping some of you guys could expand on baking in Substance Painter vs Marmoset Toolbag. I've used both, but still tend to prefer baking in Painter, simply because it makes managing feedback and re-bakes so much easier. As long as I set up everything correctly, any change requests…
How about making a tiling normal map.You could just bake the normals of a sphere and scatter them around manually or with something like Substance Designer, to make a tiling texture. Then you can erase the parts/ make it flat were you want to.
Flewda, you can make a copy of your object, one for the normals bake for example and one for the AO if needed. I always keep a copy of the object I use for baking and one for the low poly. And the same for the hi poly if they are going to be at different places. With Max it's easy you just turn off the edit poly modifier…
Hi, Martin! I modelled the brakes by creating a high-poly mesh that I edge looped and turbosmoothed to make an nice base to bake using xNormal. After baking the high-poly details, I took the normal into Quixel and added various details to the brake disc. This method allows me to have the curved edges of the high-poly, and…