Wrapped up my entry for the flipped normals challenge this past weekend. I'm probably going to put this away for a week or 2 and see if there's anything else I can add/edit before adding to my portfolio. I've already got an idea for another pose with the cat
Telling them to fuck off would be dumb, unless you're the sort that really likes burning bridges. If you've got pressing contract work and little free time, tell them that, and that you'll be happy to do a sample asset for them at your normal freelance rates. If they're seriously interested, they might pay you for an art…
Currently facing this problem where I wanted to bake both Tangent Space and Object Space normal maps. But instead it baked two tangent space normals with different name (where _os prefix supposed to be object space normals, but instead it baked as tangent space). I've tried many different bakers like handplane baker,…
Just a heads up modo peeps, This was Farfarer's suggestion and it works :thumbup: 1. Bake from object to render outputs: shading normal in Modo (make sure to check "remap pixel values" from the render output properties. 2. Open xnormal, and under the tools tab, choose Object/Tangent space converter 3. Link to your exported…
Hi, I'm rather new to Marmoset and 3D modeling in general. I have unwrapped my Rock Mesh in Blender, baked in Marmoset and Textured in Mixer. Blender UV: https://imgur.com/GJcbpTE Marmoset Bake: https://imgur.com/Il6t6jB And then in Mixer: https://imgur.com/grftPpj I've tried Edge Splitting the UV seams, but that did only…
Textures
can’t overwrite smoothing groups on a mesh. Unless, as RedRogueXIII
already said, a normal map makes it look faceted, either on purpose or
because it wasn’t smoothed properly before baking. How do you
apply the checker height map in SP2? It should be overlaid (overlay setting) over
the normal map, if the layer is…
In the open source area is: Gimp has under: Filters -> Generic -> Normal Map.. with some "simple" settings. Krita has under: Filter -> Edge Detection -> Height to Normal Map.. with "some more" options. There is also this "simpler tool" https://github.com/normal-map-gen-group/normal-map-generator with an online version…
Here's an update on the Xnormal / Synced normals pipeline. We found 2 steps to better sync normal map rendering: The first step is a setting in xnormal you can change to make it better synced with our rendering: Click the plug icon on the bottom left Click Tangent basis calculators tab Select Mikk - TSpace plugin Click…
Apologies for the long title. Does anyone know how you switch off seeing polys that are facing away from you? I'm trying to work on an indoor scene, but it's a PITA having the inside scene be unviewable when the camera is outside the scene.
Hey, continuing this topic, but kind of a different question so I made a new one: https://polycount.com/discussion/comment/2666828#Comment_2666828 Anyway, I learned how to make tiling textures in 3ds max and made one for my project but my rendering results are weird to say the least. First, I made a few bricks in zbrush…