"Im just confused to how this fits into a current 3D game modelling pipeline if at all" That's probably the most important part to clear up isn't it ? Let's assume that the end goal is an in-game asset indeed. Well, there are many ways to get there, the main two for detailled and realistically shaded games being : A : a…
Hey guys, I am currently working on a hard surface model. Here is my concept art- I created the high poly by modeling with a subdiv surface modifier. I created the low poly from the base mesh for that, they fit nearly perfectly inside one another. High poly in Unity 5- For the low poly, I edge split the hard edges, and put…
Thanks for making this; anyone looking into baking is very lucky to have such a concise and understandable resource available. I do have one question: Is 'handedness' a new term you've come up with? I haven't run into it before at least. There are already many terms for this (which you name in the article) such as swizzle,…
Hi, i am a solo developer working on a survival game in unreal engine. i'm looking for a creature artist to make multiple creatures. all creatures have fur. I will provide references for creatures. Schedule * Start date: ASAP * Freelance / remote When Applying, Please Share * Portfolio / creature work * Rough price for…
I have this low poly truck I had to do , but for some reason the baked textures on the door are coming out brighter than the rest of the truck and I cannot figure out why. I am using nothing but default lighting when I bake and I am only baking the normals and diffuse channels. This is done using Max 9. Any ideas as to why…
Hey guys, I decided to give the High to Low poly modelling workflow a try with this model, a Walther PPK. I've made my high and low models but I'm having real difficulties getting my RTT to work properly. I've also explored into using Xnormal as well, as an alternative to 3Ds Max's RTT but I'm finding sometimes I get a…
[LAST UPDATE] [END OF LAST UPDATE] I'm working on this harley davidson dyna model on my free time. Its supposed to belong to a traveller who's in a journey far away from home. I'm planning to make a small diorama and render it in tb2 with the bike parked on the road and a little dressing around. I want to add a few more…
Is there a way to bake decals with alpha down and a texture down to a new set of UV? Example: I have a texture on a plane to replicate a wall and an a number of graffiti textures with alphas on planes and I want to bake down to 1 texture, to a new plane that has a different set of UVs Thanks