Hi, fist of all thanks for your input. Pictures are actualy just screengrabs from marmoset, light can be only one, badly placed i quess, i have had problems with lightening stuff since i started. Here is a shoot from Marmoset, one with and one without difuse texture. I don't know but maybe the problem with normals is…
GCMP: What are you talking about man, he already stated that he has a highres model created. Telling him to create a lowpoly mesh and hten take it into zbrush to create another highpoly mesh.... Wah? Thats just confusing, he's already got step one done, create highpoly mesh. What you want to do is create a lowpoly mesh…
Try setting your normal import options to 'compute normals' and 'mikkT'. As it is you're importing the mesh normals and using the legacy tangent basis. For a fully synced workflow you want both baker and render engine to take care of the normals for you.
Well, yea, it's now up to C-suite to decide what is less expensive; paying their art/development teams as per usual, or using generative AI and taking a... now I'm totally guessing here; maybe a 5-10% potential revenue loss. Or at my work; paying the devs and also taking the reputation hit. Double whammy, wheee! I wish I…
I've been fighting uv seams for my rocks the past week, and finally think im on to something. I was originally baking normals from zbrush to be used in ue4. While things look ok in Quixel Suite, once i brought it into UE4, it looked horrible. I had very visible seams all over. So i've since then also experimented with…
The way 3ds renders normals is sorta funny. The render window that pops up does not show the normal correctly (its not colored like a normal map) but 3ds is in fact creating a normal map you just have to browse to that file on your harddrive. Hope that helps.
Hello, I`m having a bit of confusion on how to plan my workflow. There are two main things I want to achieve: 1: Paint my color base with Polypaint in ZBRush. Bake this eventually. 2: Use 3DSMax's "Hit Only matching Material ID" function to avoid baking issues with close geometry. I'm aware that XNormal does not support…
Most large studio workflows are designed to be simple and repeatable because most people are not exceptional. Even something as simple as manually weighting normals is a risky move unless you have a robust review culture. (It can't be tested with tools so you're reliant on people for validation) Concern yourself with being…