Man you can hardly notice that. Up your super-sampling and if you insist on making renders that large, bake out a larger normal map. I'm having a hard time even seeing what you are talking about. I can kind of see it, but I think you're being a bit too anal. It's like when a model doesn't have perfect smoothing but it's…
My latest approach to baking better and cleaner maps (especially normal maps). Credits go to both Prophet9 and Nannou for sharing their knowledge with me. Note: This is based on 3DS Max. Sorry maya/Blender/Modo users. Though I guess someone can pick up something useful from this. Previously, I used to make cages from base…
Here ares some variations I was taught that might help.... 1) Find reference, bring it into Max/Maya, lay image on a plane. 2) Spline out limbs and the trunk based on reference. Then loft the trunk and limbs. Duplicate the splines and edit the depth (Z axis) because they'll be initially flat. Cool thing about lofts is that…
Assuming you used max its actually pretty easy... when you make the spline (or at the spline level of the modifier stack) check 'generate mapping coordinates', which will lay the splines UV's totaly flat for you no matter how crazy your spline gets. Then all you have to do is make a seamless normal/diff map set and apply…
Hello everyone, I’m a multidisciplinary 3D Artist & Creative Technologist currently available for freelance, or contract opportunities. My background includes: • Real-time 3D visualization • Environment art • PBR workflows • Interactive XR experiences • Architectural visualization • Unity-based experiments and optimization…
Baking: Lord knows baking maps is the absolute bane of my existence. Baking a simple normal map seems like jumping through a flaming hoop. My fingers are crossed everytime X-normal finishes a map. Complex Hard Surface Shapes: WHY MUST IT ALWAYS PINCH! WHY?! Texturing: I could always get better at making materials in…
Hello everyone! I would like to announce that we’ve finally completed our final year project film! I haven’t updated this thread in a while since we were fully focused on production and polishing for submission, but I wanted to share the final result along with some behind-the-scenes progress. Huge thanks to everyone…
I'm really stumped on why I'm getting these errors in Xnormal. I've made the low poly and cage in modo, I made the cage mesh just by duplicating the low poly and pushing out the polygons a bit. I exported the meshes from modo as fbx. cage mesh: Xnormal result: