Hey guys! I faced with some annoying issue in 3ds max while making floaters for my highpoly. I use Text tool, then bevel it and apply chamfer modificator. If I do quiet large chamfer it starts to look ugly, when I do little it looks acceptable, BUT: after exporting it to Substance Painter to bake normal, or any other 3d…
@christrom It looks like you're headed in the right direction. Like Eric already mentioned, what you have would be fine for baking in most high to low game art workflows. As far as a light technical critique of the model and topology: if the goal is to create accurate, detailed high poly assets with a relatively even…
Hey, after taking a look at the Blend file, here are some notes: Lowpoly - lowpoly has some hard edges with no splits UVs (for example along edge the blade) - this will result in artifacts when baking the normal map. Using the "Auto Smooth" modifier, which shades edges hard by angle can easily introduce such cases that go…
Asking this question because I see less and less need for baked normal map recently.We can put in 'high poly' details directly on low poly using for example substance painter or ndo, and baked normal maps can have errors too often, needs tweaking etc, so maybe we can avoid baking especially for hardsurface objects. I think…
I'm trying to texture bake a high poly brick wall to a plane. The book I'm using tells me to make the high poly material lambert, but Maya LT only seems to have phong, ShaderFX, and the other more complex shaders. Is there a way to remove the shadows and highlights from the phong or another material so that my diffuse…
It's weird Painter still doesn't have easy fix for this . Designer baker has "skew " mask option for example . You also can project base box UV on the floating geo ( if it's one sided ), bake object space normal map and re-bake it to tangent space in any 3d package. Sometimes helps with complex things.
My question is how would I go about making sure my UV's line up really well so that when I bake a HP model onto a LP model the seems don't look off. For instance trying to sculpt a crack on the HP model and it goes over a seem where the UV is. Is there a way to make sure this doesn't look off or is this a problem that…
I didn't read every replay so forgive me if I repeat something already said, but: I've done this in a pretty straightforward way by convert fur to mesh and then bake onto mesh in toolbag. IIRC you can combine both the original normal map and the fur at same time in a single bake. If the mesh geometry is so dense that…
For hand painting perhaps you should also check out 3dCoat. Bit of a strange UI but it even has a smudge finger among its paint tools, in my experience very useful and pretty rare as far as 3D painters are concerned. They have a pretty affordable texturing-only version (without the bake functionality). I think Blender is…