The issue here is most likely a mismatch between your low and high poly mesh, they don't fully overlap you you end-up with empty bake in some area which are filled with gradient and give this look. Try to cleanup your meshes in your 3D app (reste xform/freeze transform, etc.)
A few things to try first off -Make sure your high and low poly are both centered at the origin. -Make sure you freeze the transforms -Make sure you delete the history Try these and see if that works. They we can see about any other potential issues you might run into with the bake.
Very nice, having him transform as he gains power from Feast was a good move. edit - The extra armor and spikes aren't bad either, they do give him a wider and bulkier appearance. It's pretty cool seeing his chitin plates unfold and split as his body grows beneath them though.
create a flat polygon in that angle like bridge 2 edges to create it create a box with auto align align your symmetry modfier to that box ideally you work flat and instance into place. or if you created it, rotate in place and use symmetry while keeping the transformation, reset xform will obviously kill your rotation
Shader Fusion is a node based shader editor for the Unity3D game engine. It allows the user to create extremely complex shaders and effects in a flowchart-like environment. Anyone who has used the Unreal Engine 3 material editor or Mayas HyperShade should be very comfortable with it. I have finally got a beta package to…
well there's nothing to disagree with, if it dosen't work its broken. "Implementation Dependent A common misunderstanding about tangent space normal maps is that this representation is somehow asset independent. However, normals sampled/captured from a high resolution surface and then transformed into tangent space is more…
I'm using a transform constraint not a parent constraint, but that's a preference thing, I'm guessing you could get pretty much the same result with a parent constraint. With the transform constraint I know that the IK control's parent will allways move exactly to the reference locator on the object. I only have one deform…
That answer came about because there was nothing a user could do other than complain, that is until 2012 rolled around and they finally worked on it. The history of the object plays a big roll in how the cut tool behaved. Resetting the transform and scale (hierarchy tab of the command panel) help quite a bit not just with…
Hello! I'm looking for a few people to add to my team. I'm currently making a fighting game in UE4 by the name of Origin of Storms. It is a mix of Marvel's speed and combos with Bloody Roar's transformations. Instead of transforming into beasts, characters will transform into elemental versions of themselves. So far we've…
Hey guys! I recently made the switch from Blender to Maya LT so I've been in a constant purgatory of technical issues for the past few days. I'm pretty experienced with Substance Painter so I didn't expect to run into issues there but here we are. When I try to bake a normal map from my high poly mesh created in ZBrush, I…