@thomasp so do i understand correctly, you are making a level 1 sculpt in mudbox and you use that as the "low poly base" and add more details in in a higher poly and later bake that into a normal map onto the level 1 sculpt? or do you still create a very low poly base in 3ds first?
So i'm looking at substance designer made stuff were the artist has only used SD to create some pretty sick looking textures. That made me think, can nDo2 do similar things? I haven't looked that much into it, only seen some hard surface design. Would be interested to see if people have used it to create more organic…
Do anyone knows a quick way to do it for UDIM tiles in SPainter? I am tired of doing it in Designer one by one. And in 3d coat it's a pain too since you also have to load many files one by one. An only soft that could do it quickly is MAri and I have no access to it right now. Maybe some trick in regular 3d soft, like Modo…
So I'm trying to bake a high poly model on a low poly model with the size of 58 meter x 64 meter, my bake is really blurry even when I bake on 4k with 8x AA. Does anyone know the problem? If any information is needed I'll answer it. Here is my UV: Here is a 2K, 8X AA bake: Here is a 4K, 8X AA bake: As you see even 4k isn't…
Heheh, you got me ;) The XNormal bake looks like the green channel is inverted. Which is why it looks very wrong in Max. You'll notice that on your max bake, "downward facing" normals like the bottom of the planks are very green, while on the xnormal bake, it's the "upward facing" normals that look more green. Try flipping…
Hi Folks I've been testing some baking of some basic models. I have some strangeness happening on sharp corners. I think that It might be that my UV islands should not all be welded together? Please see attached image. This has been baked down in Softimage with Ultimapper. Thanks for any help. Chris.
hi i cant understand whats for there are two types of layer in ndo cause its seems that both do the same but by different methods only. or i missed something? the main question - what for there are two types of layers if their final result is the same?
Sorry for the wait, but in all my thinking I forgot about that setting, even though it's quite obvious. While at work and after I read your comment, I continued reading other threads about normals and also realized my issue. Thanks for your help though!
Hey, I have no idea why I'm getting this seem All the edges that are an hard edge are split on the uvs. And I'm using an averaged cage so I have no idea why it's still fucked up. I tried baking it without a cage at all and it came out the exact same which is really weird. So I'm guessing it has something to do with my…