Well basicly we've got a mobile game (a shooter where player can't move, he can just look around) that doesn't support any specular especially so complex as in your shader (and maybe no lighting at all) i done weapon model with texures (Diffuse, Tangent Space Normal Maps, Gloss, Spec) and i just want to bake it to diffuse…
I've been feeling discouraged from making stuff and posting, but I'm trying to make an effort again. The main issue with all my models is inability to adequately pose them: they have a tendency to break in a way that I can't quite fix. The legs become too short for sitting poses, the arm twists break silhouettes, the…
The simplest way (although potentially not the least labour intensive) will probably be something along these lines: 1. In each scene where the skeleton is animated make a keyframe where you set all the joints to bind pose so the pose will match the rig exactly (you can do this on frame -1 or something) 2. Set up a scene…
In the past I've read about someone storing directional light intensities in R,G,B of a single texture (as KRFC mentioned) and then the averaged light color in the vertices of the world meshes. You would still have to bake lighting 3 times (in the HL basis vector directions) to get the directional intensities + once more…
Hi! I'm currently working on a scene that has some wooden props in it, and I wanted to approach it with just a tiling texture , and no baking because I thought it would look fine, and it would save me a lot of time. Also, they are just boxes. ;) Some of the results: This is the material I used on all of the wooden assets.…
Oh sure, you can throw as many triangles as you want at a mesh to make something pretty! But what happens when you're limited to how many triangles you can use?
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The way you're trying to approach this doesn't make any sense. Firstly, for the top two sections in your reference, you could have modeled those with traditional modeling techniques in the time it took you to write this post. It would look better and be a lot easier to set up too. Secondly, if you're going to use a…
I don't understand this though, for some reason the bake in marmoset disregards a particular mesh part. The lower half of the scope has this issue. The first image is the bake in marmoset with the errors The other two below is bake in substance painter The uvs are correctly placed; no overlaying uvs (otherwise the…
Most of my feedback won't be that useful, since I've seen others reporting the same problems I had, and some issues are already scheduled to be resolved on the roadmap post. I run an old i7-920 ~2.8GHz so not the fastest baking machine. My usual workflow was baking normal maps in Maya and just using that as a base for…
"I 3D scanned real popcorn and baked it down onto the pile using a diffuse height map." Could you elaborate on that, please? Might be about terminology, but I don't quite follow. You scanned individual pieces or a bunch of popcorn? And since you seem to be using a displacement map / tesselation, did you take the height map…