Okay, I've reduced the file size to about 60MB by making the accessories maps 1K. Although I imagine I'll need to include the high poly file...? The rivets on it are wrong. I swear I'd corrected those in ZBrush and saved, but not according to Perforce. :-\ I'll have to rectify those another time. Hope the links work...…
Nearly finished my basic port for 3ds Max. this little script can start xnormal, bakes high to low and can visualize the result via the Xoliulshader. hope i got not that much bugs. still new to max script :poly142: this tool only bakes one lowpoly in your current max scene. the highpoly has to be finished with some other…
Thanks everyone for the nice support you always show me ;) For baking i guess i can repropose these tips that i wrote few years ago while i was doing a Protoss Zealot fan art. Beside this there isn't really much i can add, it's all a matter of getting used to do bakes, learn from mistakes, and stuff like that. Here it is:…
1st off don't be afraid to experiment, try things and to find ways that don't work. Finding out that something doesn't work, is one step closer to finding a way that does work. It's only a failure if you give up. When it is for your benefit to do so, but don't be dogmatic about it and cause more problems by trying to fry…
@stilobique : Great, i will do a few commits before weekend so it's a bit clearer, and since you know the topic already, it'd be very useful to have some impression (even just what i need to explain better about usage, or why you wouldn't use my workflow , i.e. my script assumes you do lowpoly 1st and start hipoly from a…
@Turks Thanks! So I'm not sure if this is the best way or even the standard way, but I do a little bit of both. By default, UE4 will import an asset with its pivot point at Maya's origin. If I'm exporting a prop that is bespoke or if it's a prop that I'll want to use in multiple places (boxes for example) then I have a…
Normally I don't move my high poly objects to match the low, I work the other way around. When max crashes on me it is usually because the modifier stack has grown pretty big and it has a lot of operations it's working through. The the objects history can slow things down or cause a crash. Some operations in a modifier…
Reducing the file size of a texture is huge. That's less VRAM that has to be loaded on the GPU, and if you're using a streaming engine, that's more room for other textures to stream in at the same time / more quickly. In some cases, having a single 4k texture over (4) 2k textures can actually be worse for streaming since…
A note about bent normals : I just wanted to point out that when many artists mention that they want a "bent normals" bake, what they actually want is an object-space bake - because the Y channel of such a bake contains top-down lighting information, which is indeed very useful in order to simulate dust deposit or even…
Yeah, exactly! And it's pretty simple to set up if you have a clear idea of how exactly you want your shader to interpret that packed map. Makes it really easy to iterate on stuff too - instead of editing textures, you just drag sliders until you're satisfied with results. Basically, my approach is like having a tiny, tiny…