This past week I've been focusing how to create normal map bakes in xNormal. I have not created normal maps outside of zbrush so I have been experimenting with different methods. A few notes: Large flat planes on my high poly ended up giving weird normal artifacts so I threw in a couple edges loops which solved the…
yup, export a higher subdivision ;) as for your result, try to find proper sewing patterns, it really helps a great deal with the look of an asset. The biggest flaw i found so far is my lack of proper knowledge of sewing, creating believable jeans for instance is something i couldn't achieve so far. Another thing is a…
Great thread, too bad gamma correction had to rear it's ugly head...lol :) Whargoul - I've thought about having masks or greyscale maps being in linear space but I think it's best to keep them in sRGB especially if you are creating those maps in photoshop. PS uses a gamma corrected pipeline so if you're creating your…
DOTA was not originally created by IceFrog, it was originally created by Eul. Guinsoo then went on to make DOTA: Allstars that expanded on it before handing it off to IceFrog. IceFrog was a great developer for DOTA but he wasn't the "original", or even the second developer... Guinsoo by the way later went on to join Riot…
what you would do is not just take the edge normals, but create a spline from the connected edge flow (similar to Pior's arrows) and then create curvature information. ie literally slide the new vertices on the extended spline. this will not prevent you from overlaps and all that, which probably means you must try to…
This thing got away from me. I know the exact moment it happened. my ears were sticking out to far from the head and I tried moving them in to get a better overall position. A) I had stepped down subdivision levels B) my higher subdivision levels all remembered the higher points after the move. So when I smoothed out the…
I like it =) Crits: - The corners on the door arch are too sharp, beveling them won't really up the poly count that much but it will help the sharpness. You did it on some other pieces but not on a hight traffic wear/tear area? - Cracking one of the doors open just a hair, not so much that you see anything past it but…
The HP looks great and the LP are pretty clean bakes, great/consistent looking cracks throughout the stone in your assets, might I ask what your workflow in Zbrush for creating them are?
Great work man ! only suggestion i can advice is to increase the brightness/intensity of your direct light. It'll create a stronger contrast in the overall image. But overall, again great work !
@hghtch Thanks for sharing this. Tried it but I am getting this at the end: -Failed to create directories. Check permissions and delete previously created directories. Not sure what the issue is. Library path is blank at the end. Hoping quixel makes it possible for custom decals/atlas to be used. EDIT: No worries, used…