Hey there, working on a room environment for a class. Problem is, I've discovered I'm more deficient than I thought I was considering my year. So I was referred to Polycount for the critiques I actually need verses the continual sugarcoated stuff offered in class. In the case where there are two models, one is the high…
Xnormal is a baker. It bakes maps such as normals, ambient occlusion, etc, from high detailed model to a low polygon model. 3D Coat is a whole nother program. Very popular in this forum for doing hand-paint textures. 3D Coat itself can be used for modeling and sculpting too, and also offer really powerful auto retopology…
Great questions! Tiled textures: Yes, seamless tiling is definitely on the roadmap. I'm currently working on an algorithm for automatic edge-blending to ensure textures can be used on large surfaces without visible seams.PBR elements (Roughness/Metalness): The app already extracts high-quality Geometry (Normals/Depth) and…
ey, I've not been able to put a whole lot of work into this project lately due to a combination of driving lessons, and the end of this school year (which unfortunately includes exams,exams and more exams) but if all goes well I should have a nice 6 weeks of summer freedomn after that. If anyone is wondering I am not…
I'm having trouble getting an AO bake with xNormal. This is my first time using the program and the low quality test normal map it rendered blows away Maya/Mudbox hands down. But my AO map has absolutely no shading. It's pure white. This is the low poly mesh I'm baking. (bummed I missed some of those hard angles on the…
I have a snowy terrain that has displacement and character footprint interaction as they move through the snow. I need tire marks to show as well and Im unsure of the best approach here. Using decals doesn't work well because the normal map has issues over tessellated snowy terrain. Using meshes wouldnt work either because…
Tried the decimation tool, that makes my whole models edgeflow gone. I really feel like I'm screwed here and have to start all over again. Just because I can't merge all the subtools. If I were to make a retopo, I still don't know how to get all the details I have on the highpoly to my newer lowpoly character. I know there…
I've been on a hiatus from work for a while so here's where I'm at: I've only done a few bakes, I'm using xNormals, and here's the result so far: I was using Marmoset to test bakes, but they never looked right. Then I brought them into Max and rendered using Mental Ray and got the above now I'm not sure if the normal map…
I finished up (hopefully) the UVW unwrap and baked my normal map and color/material IDs in Marmoset Toolbag 3. Baking setup went smoothly and gave good results. In the past I've used xNormals almost exclusively, however I think I will use MT3 going forward. The normal map is currently very big, at 8k, in order get decently…
@Robert_H First of all, you should look into PBR, which is a new style (method) of real-tome rendering. And UE4 uses it so I highly recommend looking it up. PBR uses 4 texture maps (albedo or base color, metalic, roughness and normal) and AO map is optional and it is not advised to put any AO info into the albedo or base…