Hey people, I've got some questions about xNormal normal bakes vs. Max (3.18.9 vs. 2013 PU6). This may be an extreme example and some of these problems are likely to be invisible in game but I'd like to hear your thoughts regardless. Note: * All maps were baked uncompressed with no supersampling or antialiasing at…
Hello guys, so I really considered what would be the best possible topic that could be of interest to the community as a whole and in the same time give me the needed help because my CG career hasn't even started and I am hitting a brick wall. That wall is the implementation of: Linear Workflow and the many hurdles of…
An update on the Gamagori model from 2017 I still feel that the older model captured the personality better, (could not find the old hair texture file) The anatomy is more realistic and I've added pore and skin details that were more generic in the 2017 version. I had just used substance skin in its default settings. 2017…
Heya - well, FWIW this simple approach (simply scaling according to the individual centers) is doable in Blender by default. So perhaps this could be a viable workaround in your case.
Thinking about adding a Boolean switch for 8bit vs 16bit output. Is there a way for the SBSAR to auto-detect the resolution of the incoming bitmap and set that as the default resolution for the output? Same for bit depth?
This probably isn't what you mean, but just in case its helpful, here's a tutorial: https://www.youtube.com/watch?v=pV57PT2eGVE it is much longer than needed as there is only a few steps: * apply some material to the default cube * in the cubes static mesh details window, there is an option to bake materials * you can bake…
if you use default z brush plane primitive and your target texture is 1x2 you can use 2 and -2 in Array for x axis (using append new button) and 2 and -4 for y axis. Also duplicate the original plane before this overlay scale up. You would be able to use it as a crop factor after you "grab" it , and then texture > crop and…
if you're happy with git then keep using it. it would be worth trying perforce out just in case you like it but I wouldn't migrate a project I was halfway through because it's a huge ballache if you want to retain revision history. You can't merge binaries with perforce by default - you need specific plugins for that (like…
Yes, they will be. The seems in your screen is not related to thin triangles . While thin triangles are not ideal you can't get rid of them completely for low poly game style models. But if you model for Arnold offline rendering you should use quad only modelling probably and use normal maps only for tiny hi frequency…