Im sorry but this contest seems a lot like trying to get underpaid real estate archviz work from artists disguised as a contest. The judges include "A Digital Platform for Real Estate business that develops Software, Hardware, Digital Architecture, Marketing and Communications." ( on the website of TECMA solutions ) as…
Firstly, apologies for not posting this in the Substance forum, but it is down at the moment. I have a prop I want to bake a normal map for. I have named all the parts of the low poly with the naming convention "_low" suffix at the end, and will be naming the equivalent parts of the high poly with "_high" suffix. I am…
That dense cloud is waay too sparse. What does your result after align photos look like? My guess is your photos are not good enough and photoscan is having a hard time matching points. Also, make sure you are deleting all inaccurate or unneccesary points at each step in the process. I would suggest you bake your final…
Hi! The name's SimplyBlissful. As a beginner 3D artist, I'm looking to offer my services to those who want their 2D projects, realized to 3D! I'm only offering 3D-Modelling, so no UV unwrapping, texturing or rigging. I'm also not creating models with mouth meshes. What I require from you on this is a turnaround sheet of…
Hey Guys, Ive taken a few screenshots to show you what im facing but ill explain it a little bit. ive exported seperate objs into an FBX file for substance painter (from maya) i planned to bake the high polys (from zbrush) which i exported as seperate objs for each object and used the correct naming conventions so painter…
Hey All, I recently ran into a problem when trying to bake a normal map in modo I have baked a number of normal maps in modo. This is the first one that has given me an undesirable result. I dont know what I did I must of hit some setting or something. but when baking now I am not getting the correct normal map color…
UV on hi res mesh is not necessary at all in typical baking scenario but could be helpful in some special cases IMO. When your model is a mess of ropes , small details like rows of bolts next to each other or hordian knot of pipes etc. So in such case it might be more time efficient to bake object space normal map on hi…
Ask yourself: does the allotted geometry you gave to that part of the mesh make the asset look faceted, and/or have bake errors (like above)? Then add more geometry. The only time when the amount of geometry is a problem is when it doesn't affect silhouette and is just sitting there. Or, more importantly, is an issue in…
Well, I was expected pass that would give me color or a bitmap that I put into "reflect map" slot of vrayMtl... I bake a bunch of hipoly objects with already existing materials onto lowpoly, so I would like to take not only normals and diffuse from them. Upd: Well, maybe just switching reflectmap and diffusemap in…
After jumping from Mudbox to Zbrush I've been trying to nail down an AO/Normal bake workflow using xNormal. When I used Mudbox I'd explode the low poly in Max, import it into Mudbox, line up the high poly segments, then bake there or bring the whole thing into xNormal. Is this about what I'm looking to do as a workflow in…