Sure I totally agree before focusing on the speed I should be able to make it perfectly no matter how long it takes and it is always like that. When making a piece I will always spend a lot more time than I do once I have repeated the process on the same piece 10 times. And the good point is that once I am at ease making…
Hello, i seem to have a problem with baking a normal map in Maya. I've followed the steps in several tutorials but i still seem to be having a problem (shown in the image attached). The two models fit exactly into eachother (with the exception of the wavy thing in the middle of each blade, which is the only different thing…
What would you like to see? I'm making sure I am check the box for "Use cage" and I've been doing some trial and error for the past hour and here is what I've come up with so far. When I export the low poly model in xNormal's file type I set the High Poly model to be hidden (when I exported before I had both models in the…
I usually make wires from a triangle and bake a normal map for them. They look a lot more natural, more round. Of course it depends. If these wires are closer to the camera make them from a box. And test this technique. It could look bad in your engine. Edit: slosh IMO normal map should define shape of the model, and after…
Your instincts are sound and you're asking the right sort of questions. I'm working on the assumption that you need to make a dirty great city in what follows.. The tricky bit is the huge range of possible view distances. Up close there's all sorts of fidelity problems associated with trying to keep it on one texture and…
I'm not sure the new diffuse is taking steps in the right direction. - The first diffuse is pretty good, the gold could be desaturated. But its the best out of the three. - The second Looks like an attempt to add color using solid colors & paint bucket fill. The last: Each piece seems a bit monochromatic and overly…
@snoop - I suppose I could just make a slight bevel along the edges, as that does fix the issue. It seems like any 90 degree angle in the lowpoly is the cause of the concave appearance, and since the bevel removes those angles, the concave look vanishes. It feels like beveling every 90 degree angle would be a pain to UV…
Hmmm "In fact, you could simply apply your NDO normal map to a subdivided model, and use that as your bake target." That's exactly the kind of solution I was expecting... but how would you do such a thing ? The only bakes I make are with Xnormal with a classic HP, LP and CAGE. I can't figure out how to do such a thing as…
Hi, I'm learning to bake normal map for hard surface and very confused :( . I'm using Maya and my problem is when I soften hard edges, my normal will have perfect edges but shading errors on faces. When I harden edges I will get a nice shading but ugly edges except edges that have a UV seam. I only know two ways to solve…
After watching the film Moon, (Great movie btw, definitely check it out if you haven't done so already!) I have decided to take it upon myself to create a mini-environment from the film as a strong portfolio piece. I plan on using the UDK engine to implement the scene. I've wanted to make a sci-fi environment for awhile…