Well a "cage" can mean a few different things and is a fairly vague term, it doesn't necessarily need to have a "cage", however it does NEED to have the ability to use an averaged projection mesh when you have hard edges on your lowpoly. From my understanding it does not have this functionality, only the basic ray cast…
Hey nice example Vrav. I guess from that point on, we can even make further distinctions : the actual rendered/zbrush matcapped source sculpt (and texture), compared to the end result in the game. The most striking example of this problem is Assassins Creed 2. You get OMG YOURE A ZMASTER comments at the sculpted character…
I've looked in several places and I can't find a solution within Max to fix this (though I may be overlooking a solution out on the web somewhere). Here's the skinny. I first noticed this when baking out a model a long time ago. In Max, it looks just fine in the viewport, but looks can be deceiving. Once baking the model,…
Hello everybody! Newcomer here. I've just recently started to follow a game design course and we've started to tinker with ZBrush for hiPoly-to-normal-map baking. We're not supposed to try sculpting, yet, as we're still at an early stage with the lessons....but I just couldnt wait!! Basically, this is the workflow: .:…
Greetings everyone. I'am working on a new model that is suposed to be in a real-time engine. Currently I am still working on the highpoly model and I am unsure how to best proceed once everything on the highpoly is in place. It's currently in A-pose and I don't know if I should pose it before retopo or if I should pose it…
i was working in a dota 2 ward project and wanted to bake out the normal maps using Xnormal. i made the lowpoly using 3D-coat and made the UV's using Maya 2011 (1500 tri low poly). i made the lowpoly cage as well using Maya 2011 and wanted to know why i am getting projection error like that?…
Hi guys, I started working on this weapon a couple of days ago. I wanted to post my progress on it so far. There is a smoothing group error on the side of the main body that I literally just discovered before posting this. I think I am going to have to go back to fix that up. The low is sitting at 3801 Tris and on a 1024 X…
Hello! I am working on making a pair of FPS arms for a class and I am currently working on baking the highpoly zbrush sculpt onto the Lowpoly model that I made in Maya. When I do to bake it the areas that are close together appear to be picking up inforomation from the spot next to it. I do not know what to do to fix it…
Hi, I baked normal map which looks good applied on lowpoly model in Marmoset Tooolbag. Of course, lowpoly model has all Smoothing Groups set from UV Shells which looks ugly without normals but with Normal map applied - looks smooth and seamless, well you know. But when I load it in Max and activate Normal map, the model…
Reworking an old hipoly project, as a full fledged portfolio prop. Any crits and suggestions welcome and appreciated. Ref: Hipoly: Lowpoly/Hipoly: UVunwrap and lowpoly w/ wires: Not sure about how I feel with all that empty space available on the map. but the uv layout was fairly even so I'm not sure if I should make any…