Back again, after more testing. Still havent been able to get rid of the seam that is visible on the top of the cog. Did 3 more tests, and I still feel at a loss with regards to understanding how UV's seams, normals and "to cage or not to cage" fit together... Test 1: Done in substance painter, with a low poly cube that…
So I'm making a thread for my problems. So first of all , now I'm Working on a rock wall (the tutorial was here in forums). I got a question if the normal map is looking good enough(or not bugged). I'm concerned somehow about those Sharp edged squares on the bottom plane. I made the normal map in xNormal, by high poly and…
Love the new update. Any needs on world space normal maps for input ? Also could you make the mesh AO active without needing normal maps ? I just add some random texture to be able to bake AO in Knald for low poly mesh (like in simple AO in xNormal). Would be cool to be able to create AO maps for low poly models without…
it looks like the horizontals are being ignored - the problem with using something this old though is that there's really no tellling what's upsetting it. personally I'd bake in something else - xnormal was the best tool at the time but its not that time anymore
Hello Polycount! I am a student trying to a assemble a portfolio and here's my scene that is in WIP.I am looking for a vast amount of appreciative and constructive feedback that will help improve this scene and my experience as a 3D artist. I used softimage for the modelling and texturing process and brought it in UDK…
Update: Hey guys, over the past few weeks i worked on a Vespa Super Sprint 50. With this model i learned how to bake normals to lowpoly models, so its my first normal mapped model. Right now i just want to show models and maybe some textures later. After finishing the Scooter im doing some organic stuff and modular pieces…
Hey guys! First post on polycount! I Wanted to share this piece, I hope you like it! Introduction I love games like Dead Island or Requisition VR. For this portfolio piece I wanted to get inspired by the crafty, impossible yet believable weapon designs of these games. What better than C4 attached to something like a…
Hey, i'm working on a new object and i'm having a bit of a problem baking it when using a cage. If i bake the normal map in SP without a cage using Musashidan's method it comes out with almost no visible uv seams. When i use the same method while also using a cage i get this result: You might be asking yourself: "what in…
Hello! So my point is to make tile-able materials, I have a workflow in mind, but I don't really know if it is possible. I don't even know if it has a name? Lets say I have PBR assets ready, I want to place them all over my (to be tileable in the future) plane. Then I want to re-bake all those assets that I dropped on the…
Looking nice! I think it's still missing the depth in the texture, but I don't think you did the normal map trick? Di$array forgot to say toggle the blue channel off on the second layer. So, duplicate the final normal map, set the copy to Overlay, and then in the Blending Mode options, uncheck the Blue channel. It's…