Ok so I read some stuff already but I'd figure I'd ask to see what general practices are done. I have floating detail on alot of geometry that leaves nasty shadows when baking from high to low. Baking in modo right now and did a bake of the entire low and thinking just baking the seperate pieces with detail and doing some…
I thought I could get used to it, but the "new" floating box inside max is seriously starting to piss me off, it moves constantly. Any way to revert it back to the old 2009 style? And I honestly have no idea what it's really called, I tried searching but came up empty. And this is what I'm talking about:
"Floating geo has to look good from one perspective - perpendicular to the surface you are baking" Sorry i am not quite sure what you mean. The main part where the floating mesh is on is slightly curved so this might cause a problem? however the low poly geo is like exactly perfect :/
Another Modo question for you experts. I'm baking some AO using floating geometry and I can't figure out how to keep the floaters from casting shadows in the bake. Is there a "casts shadows" toggle somewhere like in Maya or will I just have to paint them out?
So I started working on an environment on unity consist of Stylized lowpoly Floating islands, as you can see in the pics, I'm working on the first platform, the textures are made in substance designer and these Rocks are sculpted in zbrush and baked in substance painter, Critiques are welcome^^
You don't need to connect geometry, you can leave it floating. For baking you'll put all the objects onto one UV map. You don't have to worry about merging the floating geometry until you are getting it into a game engine.
Hi polycounters, happy holidays!. Long time observer here, first time posting my work. Finally got a good time schedule to get some personal work done so I thought I'd post it to get some feedback. I plan on moving along to the next project, so I may or may not modify this one, but I definitely will keep notes. So any…
Shader FX in 3ds Max 2015, when I use a Float node and compile the FX shader, the Material Editor refuses to allow negative values. It only allows zero or greater. Is there a checkbox I forgot to tick?
I'm trying to render a scene where there are some props, a ground, and vegetation (opacity map added to Transparency: Cutout). However, the vegetation cards do not create shadows properly, and they appear to have 'floating shadows'. Some images below to illustrate what I'm talking about: The shadows do not connect with the…
Hey all. Got a bit of a technical question for you... when it comes to modeling world geometry, are "floating edges" a bad thing? IE edges that aren't connected back down into nearby verts like the two in this image: I can understand on a mesh that's going to be deforming a lot like a character this would cause weird…