Hi! With this kind of shape, I would first try placing the seam on the center line cutting the object horizontally. Pretty much a planar projection of both sides of the flattened bag. With such a readable UV layout, the textures could be created without baking from a highpoly.
hello travisdreams You can use Xnormal, load your meshes in HighPoly's pannel and in LowPoly's pannel. When you bake your AO, just deactive the second object in low poly Pannel but let them checked both of them in highpoly. Repeat the operation on the second object. Don't forget to change the destination's name file You…
Hey, can you transfer arbitrary maps from high to low in toolbag 3's baker, or just albedo/spec/gloss? Need to transfer ~5 maps to lowpoly unwrap and would be really convenient to do it all in one step. Relatedly, is there a way to bake bump or normal map detail from highpoly (like, bake a highpoly's normals _including_ a…
i bake it as directx format. heres picture with flipped green channel :https://gyazo.com/ce4ffd714e0a3c34d3b14d15435597c3 Heres without flipping the green channel: https://gyazo.com/55d6b027b80fb2f24959a6f0f9d07400 Exporting the textures as PNG fixed my problems and targa format gave those shading errors. and do you mean…
If you intend to render this in a game engine, then you need to approach it that way. Make the lowpoly as close as possible in form to the highpoly. Sculpt the highpoly. Bake maps from one to the other. That will solve the stretching, as long as your low is not too low. If you only want to render in an offline renderer…
* Export the obj when polypaint is on/visible * In xNormal on the Highpoly tab, make sure 'Ignore per-vertex color' is turned off * In the baking options, turn on the 'Bake highpolys vertex colors' map type That will bake polypaint to your lowpoly mesh without the sculpt needing UVs. It's not the same as baking the…
If you are making it highpoly make a simple model like the one GCMP showed you (great example) and add stuff see what happens to the highpoly when you change the lowpoly cage. go back and forth between subdivided and the lowpoly cage. try to get some different forms, shapes, you need to experiment alot if you want to learn…
Oh, another trick I used to save myself time in Max: Add reinforcement loops for your highpoly in a seperate Edit Poly modifier, so you can use the first Edit Poly to build the lowpoly from later on. I'm checking out this nurbs-stuff, and I'm actually considering using it to build my highpolies, it seems to be a real…
Currently the normal is bakes down from a Highpoly. I was trying out 3DSMax's Mat ID function to get acurate HP AO without having to do an exploded scene. I did consider using NDO2 but didn't in the end to try and keep to make origonal methood of baking streight from highpoly. After steping back and looking at it the bolts…
Very nice texture work The only thing standing out negatively is the very obviously baked indents at the rubber end of the stock , looks like the normals are trying too hard getting this too deep highpoly shape right, giving the strong shadows shading at every angle , It would shade better/ more correctly if the angles of…