Hi there, I am currently getting used to Blender and I'm experimenting with baking high poly to low poly using Substance Designer. For testing purposes I just made a simple cube, then beveled the edges on the high poly by a lot to get a smooth normal, but I keep getting weird seams. Here are my seams and hard edges set in…
Hey polycount, I've been trying to figure out the "proper" workflow for triangulating a mesh before baking and if it is even is a requirement. From my understanding one of the reasons it is good to triangulate prebake is so that your normal maps dont get messed over when another app reads the normals differently. However I…
Hey! I've been posting some free content at times here, and here is another one. You can get 15 themes that we have made for Unreal Engine for completely free: https://eliaswick.com/products/editor-themes. The current Unreal Engine theme is honestly pretty great as it is, but if you have a favourite color and prefer the…
Hey there! i recently just created this character in maya. Since its my first try at making characters i dont have much insight into it... could you guys help me make it more appealing!! Your thoughts on it will be much appreciated :) Ps: i do intend to apply hair and fur to it, but only after the mesh is finalized. Here's…
When I work, if I'm going to make use of other maps, I plan ahead and model accordingly. If I'm going to be using spec and normal maps, then I'll use zbrush and give the sculpt a painterly flair to it. Once I have my high poly bakes, then I can create AO and Cavity maps that help set a framework for the diffuse. I've also…
Yeah, there are certain things you'll never get from a painted bump converted to normal map/ndo/crazybump/knald/etc. Larger forms, beveled edges, etc you really need to model a proper high poly mesh for. A painted normal can also never account for the smoothing of the lowpoly mesh either. When you bake a normal map from…
Hey guys, I was talking on the IRC with a few other polycounters about my recent dive into SFM. The conversation eventually led to me sharing tons of links to resources I've found, and Boltz made the recommendation to gather it so it's on in one place on polycount. Wky's guide to setting up Dota 2 with Filmmaker This guide…
Do not use multiple materials for low-poly. Make a single material for low, you can keep multiple materials for your hi-poly, so you can bake material id map. You can bake stuff in modo without baking wizard. Just add a new image in your low-poly material and right click the image and select bake from object to texture.…
Hey guys. A friend of mine and I are working on a little game in Unreal Engine 4. Since we both aren't character artists we bought a high poly head for ZBrush, textured the first subdiv (lowpoly) and put it into UE4 with a baked normal map. The result does not look as good as the actual face does in ZBrush. Can you tell me…
I've not really done much modelling recently, at least none that I have any interest in any more. Modelling was my first interest in game development though, and I even work with some folks at TF2Maps.net to make a model pack, earning a Map Maker's Medallion in the process. It was the Construction set, which you can find…