Hey everybody. I'm relatively new at this. Far enough along to start getting into the complicated issues, but not quite good enough yet to get them right. I've recently started UVing and baking normals from high poly meshes. For the last week, I've been spending all my modeling time tweaking settings and rebaking the same…
Hey guys I am just going to start this thread off with a small overview of the progress that I have made so far. I am in the process of completing this project as part of a masters dissertation titled 'An investigation into creating physically accurate real-time skin shaders' In terms of research I have been looking at…
Hi!So I've been sculpting this character and I'm using the MetaHuman topology. I now want to project a 3D Scan Store basemesh for the body and for the head, TexturingXYZ. My MetaHuman basemesh is at real scale, that is 180 cm tall whereas the Scan Store mesh is 1.8 cm tall.What is really the correct workflow you all use…
To create the foliage for the tree, i took a simple plane into Zbrush, raised it several Sub-D levels, and sculpted this, which i later polypainted to create the diffuse for. "earlyleaf1") after baking out diffuse and normal maps from this plane, i took the images into photoshop and edited the alpha channel to make it so…
its a real pain to bake in blender as if you have any metallic on your shader, it either does not bake at all or comes out looking too dark so all the chrome has to be kind of diffuse
Ok now I think I understand what you are talking about. First off let's be *very* precise. What you are specifically talking about is the look of the top and bottom edges of the embossed details. In other words, this whole thread is about this and only this (which if I am understanding you correctly comes from a 2D to…
I agree with Cheese, mental ray is a pig and it messes up more than it gets right when baking. In max it also includes the target when calcuating AO, and it incorrectly assigns black as the background color for the normal map, even when the correct color is set in the "normal map background color" option. It also issues…
more updates! I've updated the dumpsters, although the front scuff marks are still part of the main diffuse texture, i've added a decal to the front to help mix it up a bit. I've also removed all of the signs from the dumpster diffuse map, and made 3 decal materials using the textures i think they're 128 in size, can't…
Thanks for the comments everyone! @l.croxton: My advice for you is go easy on the hand painted texturing; holy crap it's time consuming! Only put details where you need to, because it can get really noisy really fast (that's one thing I would do differently if I were to re-do this) Your tank is coming along nicely by the…
Usually I'm in favor of a slight increase in poly count (maybe up to 10-15% for a prop more for architecture) if it can save me space, memory, and time in texturing. Even compressed, textures are nearly always more memory heavy than models. As an example, a model I made recently for work had about 20,000 tris and used a…