About the Project A browser-based 3D social platform where communities hang out in shared virtual worlds using customizable avatars. Think of it as a cozy, low-poly metaverse rendered entirely in the browser with Three.js. What We Need We're looking for a 3D environment and character artist to create: Avatar Base Model &…
Hi, I've set up network rendering to speed up the baking of the textures. For starters I used 3ds max 2014 with backburner tools. Issue: I want to bake AO map with mental ray and I can not force the backburner manager to assign texture baking job to more than one server. Setting up the Distributed Bucket Rendering in the…
Is this a bad practice to do? Basically like lod's but baked down from say 300k to a 100k new version? BUT using the would've been lowpoly mesh, 300k, to the new 100k final version & NOT baking the highpoly to new version. Why not? say i couldn't separate the model but the high is separated objects. Another reason not to…
Hey everyone, I’ve been working on a passion project that I’m hell bent on turning in to an actual game and studio. I’ve posted online before recruiting for this and have met/worked some incredibly talented individuals. We need more talent though. Specifically we need 3D artists (environment, character etc) I’ve got a…
Hello everyone. Another quick question. I am trying to bake my character's textures at XNormal. It has around 20 different pieces ( Eyes, clothes, armour) . I am listing both high and low poly meshes properly in XNromal's High Definiton and Low Definiton mesh parts. So far XNormal just bakes them like they are close to…
Hello @anathen. Your problem may be caused by one of two things. First, your high and low poly may not be overlapping properly, hence your offsetting texture projection. You can check this by clicking the 3D view button on xnormal once you've set up the high and low poly. Second, did you make a cage for your prop? I guess…
Hi, I'm hoping somebody can help me solve this issue I'm having in Maya 2016. I have a rigged character that has corrective blend shapes driven by the joints. I'm exporting to UE4 and everything exports just fine; the meshes, animation, and blend shapes but the actual deformations from the blend shapes don't. I can see the…
I'm trying to bake a specular map onto my low poly model. I created a black shader and applied it to my high poly model with a direct light and a front facing camera in the scene. I want to bake this material with the lighting detail onto my low poly, however, the map always comes out with none of the material or the…
I am finally getting to baking in my learning process, only I've run into a weird problem. Whenever I bake an image, the properly-baked image appears on the model, but the actual rendered texture map does not have the baked detail. I've played around with it for the past hour, and haven't been able to get around this…
Is it ok to bake a section of a model that you will rotate instances around after you bake, and weld the verts of these instances? Let's say you have a 32 sided sphere. you only want to worry about 1/8 of it to bake. you bake that 1/8, rotate copies and then weld the copies. Is this the same thing as editing the geo after…