if you are going between two extreme poses then, without knowing exactly what you're working on, a good idea may be to make the high and low poly meshes modeled and unwrapped halfway between those two poses and bake textures from that. This way you will get a good amount of pixels in the normal map to work with for both…
@EndlessTinker What's right depends on what the model is being used for, what the desired result is and any technical limitations or special considerations that need to be made for it work in the engine. There's overlap in the general strategy of laying out topology for models but what's acceptable in a low poly model will…
Thanks for expanding on that and sharing your experience. It's too bad to hear that. I hope I can learn the basics of Maya and Max over the summer before I head down. I've yet to get into advanced topology, mapping, baking, etc. since I've really just been trying to improve my sculpts and basic art foundations like…
the cause of the pixelation is most definately related to the basemesh topology, you probably do not have many loops along the long thin part of the pillar if this is meant to be in game, so you either need to make a version with more loops just for zbrush so you dont have to divide so much (then import the result back…
Here's a quick update. Nothing too fancy. I've hardly had as much time to work on this as i'd like...the internship is taking up all of my time. But yeah, I just started blocking out Christian Bale's face...No subdivisions yet. I might go ahead and retopo abit just to make the rest of the sculpting abit smoother. I'm…
Day 38: Baking is Done Yes, I can say that all mesh maps are baked. There is a caveat. There where three meshes whose cages did not push out correctly in Marmoset, so I had to manually create a cage and bake separate maps for these meshes. I will combine them onto the marmoset bakes inside of substance designer. I used…
They did mention they use "sub-normalmaps" in conjunction with regular normal maps. It's plausible they can achieve medium level details with the normal map in a 512 texture... then have another 512 texture that has all the high level details all mapped to a separate UV set. So all the perforation, fabric texture, etc on…
Well then I take issue with how he does it. Rather than knocking off zero punctuation and beating about the bush (90 minutes? seriously?! to make a simple point?), he could have done it much more simply and reached a wider audience with a quickly made, to-the-point website. But instead he rambles forever, is often times…
Yes I have tried that method, I inverted in Photoshop, even created a material in UDK and manually inverted with the one minus expressions, and have also baked my normal map with y- in the end I am getting same results. Okay guys, this might be my last post (I promise)depending on if I find a solution in the next 16 hrs or…
If you need normal maps, etc... (even if not) I recommend just modeling them yourself. With a textured model you can easily render out whatever maps you need especially alpha. It definitely takes longer to initially set up for sure but you can get exactly what you want out of it. Good photo reference is still essential and…