Okay, I just want to say this. I've baked so many alright AO maps previously using either xNormal or Blender, combining both the high and low versions of AOs with varying results. Mostly just them being mediocre at the end. But now with Marmoset... first AO bake = ultimate perfection! Awesome work guys at Marmoset. Super…
Hey guys! First post on polycount! I Wanted to share this piece, I hope you like it! Introduction I love games like Dead Island or Requisition VR. For this portfolio piece I wanted to get inspired by the crafty, impossible yet believable weapon designs of these games. What better than C4 attached to something like a…
Use this script to smooth by UV Islands in Max: http://www.polycount.com/forum/showpost.php?p=1105439&postcount=7 in Maya: http://www.polycount.com/forum/showthread.php?t=52722&page=2 If you have a smoothing group split, you have to split uvs. 1 smoothing group on your mesh is situational and you should use it knowing what…
A synced workflow just refers to a workflow in which the baker and the viewport calculate normals using the same math. In a baker, say xNormal, it may calculate your normal maps from your low poly using Set X of calculations. In a viewport, say CryEngine, it may display using Set Y of calculations. Because they are not the…
Hi folks! I modeled this crate for modeling/texturing practice and when I imported into Substance and textured, I noticed the UVs were strange on the back bottom plank and the side. The other sides are okay. I transferred UVs on some of these but not all, however, I deleted history and did everything correctly in that…
yes it does care, or well the engine doesnt, but the artist should. it depends on the workflow. unreal for instance lets you import normals, import normals and tangents, or computes normals and tangents. only the last one is dcc independent. the others _highly_ depend on where the input is coming from. say you make a…
Hi friends, I am trying to make some modular wall pieces but I am stack with a strange problem. I have a cube for my low poly UV ed with the simplest way flat map and a Turbosmoothed version of that simple cube as my High poly. When I try to bake them in SP I get the following strange results. Anyone that can help please…
Hello! Not sure if this is a bug, or user error. Bit of a noob, but I've encountered an issue I've never come accross before. Trying to search for this issue didn't yield anything useful yet. I'm trying to bake my model and everything is working as it should be except for the pants. The high res is mirrored for some reason…
I donno if this is an unpopular opinion here, but I gotta say- Substance just is NOT very good for normal map baking. The match by name baking is fairly limited- if you want to bake multiple high polys to a single low poly... you can't do that. Marmoset's bake groups are much better for that. You also can't even see your…
I ended up finishing this piece, but I didn't use the bakes from Handplane Baker to do it, so I decided to post the final images in another thread. http://polycount.com/discussion/183127/stanley-no-43-handplane-from-the-handplane-baker-contest I'm still looking forward to the final release of the baker though!