Oh wow, that's great feedback - thank you! Makes total sense. I'd love to address and update the post based on those notes. And good catch, I actually only really used a Photoshop AI tool (Generative Fill) here and there to help make it seamless. Gigapixel and Upscayl were NOT used at all actually. That was probably a…
So I've been trying to model solely with high poly models and try to texture them. (somewhat following Tor Frick's workflow) I just tried to bake out an AO using the new MTB 3, but this occured. I didn't send the rays too far, and I didn't get this result before on a cylindrical mesh. Tried another mesh and this time the…
Hi all. First of all, sorry for my english :poly136: When I import HP mesh and LP mesh into xNormal, select normal map i bake options, I get something like this: Is this correctly baked normal map? Around my UV is some "artifacts" or something like this. This is some error? And next question: If I have 512x512 UV Map for…
Where is the tradeoff ? You did it right. Star Citizen ships are great example for this technique. There are 2-3 art dumps for them here on polycount, he is showing wireframes as well. This technique is usually used on vehicles, but it also works nicely on architecture. When there are a lot of edges intersecting, I usually…
As requested from Artquest (but i hope it will be usefull to many other people) i decided to do a mini tutorial (better to call it "a bunch of tips") to explain my baking workflow. There isn't really anything more than the things that someone who bake low poly models should already know. Anyway, let's get started. Image A:…
Hello, I'm currently working on a small piece that I create for fun. It's a suppressor. I created High and Low on Maya, and then, I generated a cage with the Transfer Maps window. In xNormal, I import my meshes and I click "Bake". I precise that the models have the same coordinates in the 3D space. I moved the Low for the…
I highly recommend the built-in baker in Marmoset Toolbag 3. It lets you to be in full control of your high poly, low poly and cage meshes with bake groups: https://marmoset.co/posts/toolbag-baking-tutorial/
Hello, It's nice to meet you all! I'm new here. I'm a single person trying to develop a third person shooter game as big as this. I don't favor the futuristic setting though so I'd probably go for a modern day theme. How long would that take? I don't think it's impossible to make it on my own it'd probably just take me…
I'd just like to make a distinction between multithreading and hyperthreading here. When programming, a thread is a seperate section of the same program running at the same time, so I might have four threads running the code that fills in a scanline for a renderer, each taking a scanline and filling it in until the frame…
This age-old image shows an example with highpoly only: A example showing the baked result would only be of limited value, because the only significant difference there comes from the texture resolution, which will vary per asset. You could increase the texture resolution. However, even if that's an option it doesn't make…