Unless you're going to have really specific color grading set up in your texturing process (like Darksiders) I would build 1 or 2 horn variations, and 2 teeth variations based on your model and then bake those out and place them in their correct spots after baking. If you don't sweat the small stuff, you'll save tons of UV…
Hi I’m
trying to bake all PBR material information into one single albedo map, so that
I can plug that single color baked map into an unlit shader in unity, so far I
have tried to setup the model in Maya, importing the textures from substance
painter, and making a transfer map operation. I've also tried making…
I have been searching over some informations on internet how to make world of warcraft or wow-like style models and textures. I could not find public documents or .pdf files that are officially published by Blizzard. For example - Steam has official .PDF file and tutorials for their Dota2 models, textures even shaders.…
Vary your bricks greatly. You often have to exaggerate things to get them to bake well. You can count on small details being lost or barely making an impact. I think he has some other tutorials about this too, one explains why you shouldn't go crazy and sub-divide like mad and waste your time painting sub-details. Always…
This is a dust off / remaster of an old piece that's about ten years old by now (barf, time, why?). It was originally done in UE4 with Quixel Suite for the texturing. This project is special to me for a variety of reasons, but it definitely needs a facelift to stay in the portfolio. I'm mainly looking to improve the…
I posted a question a few days ago regarding different techniques of making a wall etc. https://polycount.com/discussion/comment/2641153 so I made a highpoly wall model and baked it, and Im still confused for several reasons. firstly, I noticed the normal pattern in Blender and SD are completely opposite... which one is…
@sacboi I honestly don't even really know the first thing about baking anything in Blender. For the most part I am just self taught from trial and error and some basic guides to solve specific problems. I have heard of high poly to low poly baking where I assume you model a high poly version and bake the shading and such…
You'll need to make sure uv splits have hard edges and that texel density is consistent. Also arrange it so that UVs are straight (as much as possible) and that you have a decent amount of padding (8px @2048 as a minimum) If you're being really thorough you should pixel snap your UVs as well. In a perfect world you would…
I think its a bug myself. seems to just get it into its head to ignore rtt background colours sometimes and there's bugger all you can do to persuade it otherwise. its usually fixable in photoshop by selecting according to alpha, copying to a new layer and then defringing/dematteing over a plain white layer but its a toss…
Hey thanks for suggestion. And the thread about baking. I'll be sure to go through that. :D When you say 'make the highlighted edge the seam', do you mean that centre dark green line? If so, I take it's essentially a case of cutting the strip in half...? And re-enforcing the hard edges with support loops?