Exporting the model from Maya would preserve the UVs. From there you could create polygroups based on the UVs, and then do a subtool group split if they're not already split into individual meshes. Delete any faces which might be stacked, and then just sculpt on the remainder like normal. If you're baking in zbrush, the…
both options will work personally i would do the the first and bake out normals and AO in xnormal. but if maya cant handle the high poly brick from zbrush to to decimate them a bit in meshlab first. here is some info on that…
Never ever do this. That isn't how normal maps work. The problem is that you are trying to bake geometry that is overlapping. You should tweak your high and lowpoly so that overlapping problem doesn't exist. The fold is not natural anyway because it is to heavy for a resting pose. Your other option is to separate the mesh…
Is this curvature map a bit strange? Like the lightest gray here is a middle gray. In a normal curvature map, there's light gray to show convex curve and dark gray to show concave one and middle gray to show flat surface. But in your example , there's no lighter gray than 50%? But then I tested your setting for a curvature…
Thanks, Rough workflow high to low... - Decimate and export all your sculpt parts. - Start constructing low poly mesh. I use topogun but other great alternatives are out there. - Unwrap your low poly model. - Bake out your normal maps + AO + Cavity etc. e.g. Xnormal. chuck some of these phases ^ into google and they'll be…
I don't see anything really majorly wrong, did you apply a checker map to see if there is any stretching? Also, are your UV's normalized? Also, could you post up an image of the mesh with green seams on mesh? You might be breaking the isles wrong I think. Lastly, what application are you using to bake? What settings? If…
You could crunch some good maps with xNormal. It's much better and easier to use than whatever map baking options you have in most packages. The low poly mesh looks slightly too blocky. I'd soften some of those edges up a little more if I were you, unless this thing is never meant to be viewed up close. Like this, you have…
Thanks for clarifying, Isiaih! So, looks like you got the right idea at least, with making a high poly model and a low poly of the high poly. High poly looks fine. There's an opportunity to model in the highlighter strips and the rubber base if you feel challenged. Would just involve minor extrusion operations. What are…
Hey guys, so I finished the texturing on this, but I have a problem. I keep getting this weird faceting on the edges of cycliders when baking my normal maps. I seem to always have this issue, but no matter how I adjust my cage or smoothing groups, it still seems to pop up. What is it that I'm doing wrong here? I'm using…
this is just the latest in joe quesadas attempt to destroy the character. in the last few years we've had spidey being chosen by magic to be a spider totem or some such. gwen stacy having norman osborns kids. spidey "evolving" twice. peter unmasking on tv. uncle ben back from the dead. joe quesada kept bitching that…