Hi. So i want to make movies AND games. Learned the basics of blender on Arrimus 3d's Channel (tutorial 40). Now how to UVW Map and Model simple objects (from reference) by now. However, I STILL have no idea what to do with all that stuff. For example when you want to make Movies.. How does that work? Where do i learn…
Thanks for advice! One thing that was bugging me, though, is xNormal AO/Normals bake quality. I've fiddled with ray distance settings a lot, but artifacts persisted no matter the values (clipped sides in cracks and other problems like that). And even putting that aside, the maps that were rendered by xNormal featured areas…
Pretty much everything is wrong with your model. I recommend you to watch carefuly this video, which is the best summ up on normal maps i've seen. https://www.youtube.com/watch?v=OONQzKcWeMY modeling : You probably just need a simple cylinder for that, because your hp have little relief. But then you'll have to chamfer…
Oh I know what the new DDO can do, hence my frustration why I couldn't get it to do that ^^. I did a few dozen tests yesterday and I think I finally start to get usable results: I should mention that I always wanted to use DDO to texture highpoly meshes, so instead of tangentspace normals and ambient occlusion I was…
Original document: Bug Issue Report: Persistent Stability Concerns with Marmoset Toolbag YOUTUBE VIDEO (recommended to watch at x2.00 speed) https://youtu.be/tiz7MIinnIU The current baking workflow in Marmoset Toolbag, particularly regarding the Auto-Reload functionality, presents significant challenges that impact…
I believe this is quite an amateur question in the world of next gen (more like current gen really, at this point) hard surface modeling. I'm constantly being confused with this because of the fact that I constantly fail at it yet see many others do the same thing and it will work perfectly. Here's what I'm talking about.…
Besides the extra computations needed, i dont see why art would differ from a "regular" game. Antialiasing is extremely important. Also the resolution is fairly small so care with flickering, tiny objects, high specularity... Which means usually going forward rendering with MSAA, and even super heavy SSAA. Most…
Hello there, I am trying since weks now to understand why I am getting weird results on my normal bakes. I am taking the lowpoly OBJ from a game where you can download them to reskin them, the UV map is already done. The Lowpoly mesh looks like that: I want to add different details to it, So I tryed many ways to make it…
I got a question I hope someone can help me with. When baking a tangent normal map from multiple highpoly meshes, I get errors in areas were the highpoly meshes intersect and the lowpoly has a UV seam and edge split. Might be worth mentioning that the highpoly meshes are supposed to look like separate objects in real (e.g.…
Xnormal is going to give you a lot more control over the result. You can use a low poly mesh with different topology than the sculpt, bake from several different sources at once, control the vertex normals of the low poly mesh, specify the tangent basis in order to match the game's, etc