I need advice on how to properly bake a normal map for a subdivision model (not LP) because, if I create a normal map from HP on SubD (0), when I later apply level (2) to the SubD model, the UV map changes and the texture doesn't fit, not to mention the influence of the model not being triangulated. The type of subdivision…
xnormal hands down imo As for floating geometry, it might depend on how you define the word. ZBrush will basically bake what you see on the highest subdivision level of a subtool down to the bottom level of that same subtool. It can't bake between completely different meshes. If you have different polygon islands; the…
We are developing a PC game and are looking for a programmer who can help move the project forward. There is already an experienced programmer on the team who has done a significant amount of work, but he now needs an assistant — someone who can take responsibility for parts of the system and help bring the project to a…
I'm pretty new to substance painter. I've made just a simple dagger and I've separated the parts into individual materials for the handle, blade, etc. When I take it into SP and go to bake the handle for example the maps all somehow come out flipped vertically. This actually darkens the mesh itself as well (its the AO map…
I once used a script that transferred the selected edges and maya to photoshop, creating a ready-made normal map with rounded edges. Has anyone seen anything like this? (I tried Quixel Suite/nDo, but they didn't give me what I needed...)
Applied a wood material to the 3 boards in the highpoly sculpt of the table to get a feel for the finished result, before making the low poly. Only thing is, is this cheating if I'm not the one that made that material? (freely downloaded online) Because I don't even know how would I go about making it from 0, given I have…
Hi @Naoto, I might say it's working fine but you're missing the point of baking. I mean, when you are baking a high poly model on to a low poly model you are transferring surface detail to it. You have a good model you can subdivide/smooth, made of quads, ready to project but you still need the low poly version. Your low…
http://www.paulhpaulino.com/the-vfx-map-baking-guide-ambient-occlusion/ Hey, guys! I'm happy to share my latest article. In this new tutorial, I’m going to share five different ways you can extract your Ambient Occlusion map (aka AO), and I’m also going to demonstrate a simple technique in MARI to use your Ambient…
Hey guys, this has been making me crazy for a while now I created a simple looping ncloth flag animation to export to UE4 using tutorials. I followed these instructions (Ive simplified them so you just know the steps if that helps without a wall of text) My problem seems to begin with the bind Loop/Create nCloth Cache -…
"The UV´s have much more padding now, but it still has shown the same issues (second image)" Hello, Your problem is related to UVs, but not to padding. And it's not even a problem with the UVs themselves ; you are witnessing (and currently misinterpreting) a rendering error and attibuting it to your normalmap or your UVs…