Hi. This is a method I came up with and originally shared on chamferzone, but since I can't see any evidence on someone using it before me I feel I'd share it to a wider audience. The concept is that when you're creating a highpoly to be baked later onto your lowpoly, if you use floaters they'll often get distortion…
okay so I recently have been hearing some different opinions on floaters. I recently modeled a jukebox and there were quite a few details on the back that I modeled in instead of using floaters. Why? because I thought it is more impressive than hiding from the fact that you can't model and compensating with floaters. And…
So, i have a problem. If in short: I bake floaters on low poly mesh (picture 1). I have skewing ( picture 2), so I fix it with Skew Paint in Marmoset (very nice feature). As a result - skewing is gone ( pictures 3,4). So the normal map is good now. Then i bake AO and have very visible floater's borders baked onto my mesh.…
Hello! I have a small problem with floaters. I decided to screw around with them / baking in general. I tried out Zbrush first and that worked fine. But I'm not the best at Zbrush so I decided to check out the floater method that I saw in a tutorial. (ChamferZone mech) But I'm getting some weird results when I bake them.…
I am struggling to bake an Ambient occlusion map with my floaters. I have Two Faced box unticked which removes the harsh AO around the floaters but it still gives me a soft shadow around them. I have tried looking for videos about baking ambient occlusion in marmoset with floaters but haven't found anything only find Basic…
Not much of a mystery when you look at the color value difference...color pick the pixel on the edge of the floater and if it's not 128 128 255, you are making detail at the edge of the float. Anyway the diffusion/blur of the normal map detail is off the chart. remake the normal detail so it's sharper and doesn't diffuse…
Hey guys, I have a question about curvature maps and floaters. I noticed if the geometry is not part of the High poly, the curvature map will not render out properly. Here is an example: This is the model in max: Basically the piece with out the extra geo around it, does not have a proper outline. The piece with the extra…
I've notice this going on a lot. I never really understood why floaters are a bad, or at least a less preferred way to go. What does it matter when it comes down to baking normals, AO, etc? Other than the sometimes unnaturally hard edge created at the connection, and the possible difficulty texturing on a few cases, what…
So I wanted to test out dDo and use an Object Space Normal map. However, the asset I was going to test it with was created using floaters as it has a lot of complex curves to it. Now with a regular normal map painting these issues out isnt too big of a deal, but with an object space normal map its a colorful mess and there…
I have a trim sheet I created that has a bunch of metal handles/bolts etc. that Im trying to overlay on top of a tiling material that uses the same metal texture. The issue is, I cant get these to blend seamlessly with each other. You can see the edges of the floaters. Changing material to Decal in UE4 would work so its…