I'm a beginner artist currently trying to figure out baking normal textures to from my high to my low poly character model. After failing to figure this out on my own, I'm hoping there will be a wizz here who can fix my issue. The problem is that my normals simply aren't working properly after the bake, I can hardly notice…
Hi, I'm trying lighten up the load for rendering real-time shadows in a game by baking the shadows for distant objects into the vertices of the models. Really cheap and old school! I'm doing the baking in Max using a Direct light and Assign Vertex colours in the Vertex paint modifier. If I set the light to onmi or spot it…
It's really not a question of "how much is enough", it's more a question of "does this candidate have an artistic eye? and do they have enough technical aptitude to get the work done properly?" Staying employed is difficult in game development these days (here's my take on why).
Hello! I recently had issues when baking the curvature and object space normal map. It appears some triangulation of the mesh, as well as this big rectangle, Im unsure how to fix it. it may be because y stacked some shells on the uvs? it bakes fine when i don't stack the shells
New Naval Raiders. I call this skin "Starless Aeon". Need to open Proplexity. Gotta consult the shoggoth if there are harpoon mechanics in rulebook. Having a hit test on armored units and make them move towards you each turn. Would be neat, but probably broken af.
ray traced shadows only make a sharp shadow if your lightangle is zero.. THIS is a raytraced shadow with a lightangle of 1.5 and only 1 shadow ray and it exactly looks like your bake....
I have a highpoly and lowpoly models of basket, and i want to use baked color id as mask for opacity after, but it doesn't bake at all. I assigned new material on HP model and tried to bake in maya and marmset - nothing, just flat texture. I don't know mb i don't see something obvious here, pls help.
For baking normal maps, as a rule of thumb if your mesh has edges that are 90 degrees or greater, that is when you harden the edge and split UVs? or is that not necessary? If your weapon model doesn't have a contiguous mesh and is made up of different pieces, that is when you do an exploded bake. Then the next step would…
This had me confused for a very long time. The general rule of thumb is to keep any edges close to 90 degrees as hard edges. You will want to make sure that any hard edges are also UV seams. However the part that really confused me was that not all UV seams need to be hard edges, just the ones that are close to 90 degrees.…
First off what is meant by exploding your meshes, is simply making a copy of your lowpoly after its uved, offset each piece by some generic unit. And then offset your peices in your highres mesh as well, then bake out your normals. Heres a little bit i wrote up on the exploding mesh stuff, and AO workflows.