Thanks for the replies. Peris: Yeah, I made a high poly ship and baked it down. I'd show it off, but I need to read up on proper presentation first (some people have some great renders of their high poly). I'm also a fan of stylized work, so the diffuse is mostly hand painted with a couple overlays for help. Maybe that was…
I tried this a few months ago - I unwrapped a character in 3DS using the checker texture, then rendered a UV template with white edges and black background. In Photoshop I inverted this to get black edges and a white background. I then lightened it with Levels and printed it off at 7" x 7" which interestingly enough comes…
Damn, you guys have some terrible luck! This isn't too bloody, but probably the worst that ever happened to me was a spontaneous pneumothorax (ie. collapsed lung) several years ago. I was up late working on stuff and felt this intense pain in my back. Didn't think anything of it until I started coughing badly and shortness…
Tldr: Theres always hope! In the last polycount upgrade thread this was discussed and i think something is gonna happen. May just be the tagging system they're planning on using, an then just add another to mark gold or something. A idea to save on admin work would be; "Featured post" tag on a post marks it as awesomesauce…
Thanks a lot for the response and the great insights. This is really helpful to better understanding the different caveats of how to do this. Re your comments on link vs position constraints-- being still a beginner, I am a little unclear on the nomenclature and was simply parroting the language you were using, but thank…
Been playing with this recently - it's very handy. Nice to be able to rely on the solidness of object space maps. My only issue is the wording of the interface. It works but doesn't often leave me feeling confident that what I've picked is right and what the options I'm fiddling with are really doing. The presets obviously…
That's something I also think but not quite sure. I tend to think i know my stuff when it comes to baking and normalmap understanding. And for me this syncing thing feels like useless if you do it right in the beginning. (correct me if I'm wrong) As a tangent space normal is always relative to the object normals, tangents…
As someone who is more than intimately familiar with this issue, I'm actually surprised it isn't brought up more here. I've seen it multiple times on various hard surface stuff and usually just hack-worked around to fix it. Can it be seen when you finally get a texture on it? Ignore it. Can you add some chamfers and fix…
A Direct Draw Surface or .DDS is a texture that is highly optimized to work with Direct X. Most modern game engines use this file format as again it is made to work with Direct X. DXT1, DXT5, 3Dc etc are the different formats that are used based off of what you need that texture to do. For example a DXT1 is a diffuse or…
ok, so Ive been working around baking problems for the last few days, rebuilt both meshes high and low, and it looks much better! just it still wont bake properly...:poly127: I just cant seem to get a good bake going. I have tried a few different methods inside of x-normal do get slightly different results, but still bad…