This is the first I've heard of this tool and I can't really say how I feel about a computer algorithm doing my art for me. I've always been very hands on and this just seems like cutting corners to me. Regardless, it is still interesting just nothing I would consider using.
polycruncher was included in 3dsmax2010 (or was it 2011) as a "ProOptimize" modifier. If you're using max I would try that, mostly because it offers great control over the UV's. In 2012 which should be out next month I think? They upgraded the algorithm that calculates how the triangles are crunched and improved the…
If you want to fix those by hand - duplicate layer in Photoshop, Filter - Gaussian Blur until the jaggedness is smoothed, create a mask for this layer and only keep what you need visible. Also if you rescale the 4k image in Photoshop using a different scaling algorithm (softer) the jaggedness should dissapear.
Tesselation needs heightmaps , so it will slightly improve for games that actually use tesselation :D but there is another problem: should one render out the heightmap from highpoply sculpted to divided lowpoly or to not divided lowpoly divided: + offset = scalable, - mor complex tesselation not divided - offset…
Ha! Just lost my post. Anyways, here are a few good ressource on light theory. These should help you when it comes to picking the right color and value for the tones of your shading algorithm. http://www.itchstudios.com/psg/art_tut.htm http://www.thegnomonworkshop.com/store/product/185/Practical-Light-and-Color
The simple answer is more geo on your base shape. When cutting details into rounded shapes that will be subdivided it's best to start with more segments. It's less 'strain' for the sub-d algorithm. I advise checking out the 'how the F do I model this' thread above. These kinds of problems are solved regularly.
Substance Designer's bakers are a lot faster than 3ds max, Maya or XNormal equivalents, especially for expensive bakes such as AO bakes and the algorithm has evolved quite a bit since the tests in that thread. You should probably try the different alternatives to see what works best with your assets though.
It seems that xNormal bakes maps that aren't compatible with some engines for some reason, if you're referring to shading issue problems. I've had to bake my maps with maya transfer maps instead, and with the exact same geometry there are no errors, but there are with xNormal generated maps. Not sure why, seems the…
He's not using Catmull Clark JK. 'Linear' smoothing in Maya is using a totally different algorithm which sort of simply doubles the amount of geometry you have. Messy. Thermidor, yeah JK is right. Tweaking the mesh after smoothing is totally defeating the beauty of the workflow of Model>Rig>Animate>Smooth.
As I've not written these exact inner algorithms in this shader I can't say for sure. But I'm not sure if the luminance of the substance texture actually alters the amount of specularity other than the color. The fresnel is derived from the luminance of the substance. Ie. brighter substance reflect in more angles, darker…