Top is an example of a modo bake with a cage. It looked worse without the cage. Bottom is an xnormal bake without a cage. Looks like I'll have to use Xnormal for baking, but splitting up my high res mesh into smaller pieces, then subdividing in another program like blender (because of the modo indie poly export limit)…
And it starts again… If it so simple, guys, release your own software. Or send your resume to Quixel. I'm 100% sure that «closed beta» is just about textures/new software version. As been said, website is missing. You don't even know how much traffic it will generate and how much it will cost. You can make some calculation…
It's common to use multiple materials for models that need more details, such as characters. In your example you see the character has one material for the head, one for the body. The artist is baking the two parts separately, and making two different materials with two different sets of textures for each part. Again from…
Hey no problem 512 for fps weapons is small. As a result, the weapons have mirrored details 90% of the area, only key items are fully unwrapped. Lots of instancing here and there, for example, baking and texturing a single Picatinny rail notch and instancing it in the low res, and so on. Some barrels have quarter unwraps…
What you do for your high poly is up to you. Usally I use a full body to make the anatomy and then I duplicate the faces I need for the clothing from it in Maya - all as seperated meshes/subtools. This way I have a body beneath the clothing to make sure the minimum volumes stay correct and I don't push clothes into the…
TheSplash - "I've seen a lot of people just keep the same colours of their diffuse but less saturated and more contrast.. and it looks wrong because then things look more metallic." This is the common problem that I am constantly seeing, and the main reason why I created this thread. Hopefully we can solve some more spec…
[ QUOTE ] No one was arguing that these statements were civilized, they are just saying that it's part of freedom of speech. I understand what you're saying, and I'd love everyone to be more civilized. Unfortunately, it seems too many people these days are uncivilized. I think the point most people in this thread were…
[ QUOTE ] unless things have changed. Pictures of stuff.... [/ QUOTE ] I know this isn't a place for a geometry geek off, but this seems to be a common misnomer. Here's the real deal. Polyhedra are often named according to the number of faces. The naming system is again based on Classical Greek, for example tetrahedron…
Is there a reason why you can't put all your textures in the same root folder as your mesh ? As that would / should rectify your problem ? EDIT : Alternatively ( which is a slightly long winded process :( ) : - Save your file as a Maya ASCII, .ma As an example, let's assume you have an object called Test.ma, which sources…
Projection master drops the model onto the canvas so it becomes "2.5D". You can't rotate it in projection master, but you can use all the 2D brushes on it at this point, or even primitives. For example if you drop your mesh into projection master and select the torus primitive, you can place toruses...tori....not one…