Two important considerations to think about with an asset like this: 1. It's best to align UVs vertically or horizontally, instead of diagonally. This avoids jagged/blurry artifacts from antialiasing, and improves downsampling for LODs and MIPs. 2. For hardsurface assets, you'll get better results by not using baked normal…
@jstins nice! I think a lot depends on game's viewpoint, since mine is top-down there is so much you can get away with and a lot that just doesn't matter at all. For all the hard surface stuff I did the end result is pretty much identical to what I'd achieve with baking, except silhouettes hold up better with all the…
Hi guys ! My name is Marwan and I'm a student in a french school. I'm learning 3d since the start of the school year (end September), and I really love this so much ! This contest was a really good exercice for me, I learned so much things, thanks a lot :) I wanted to give my scene some "global dirt" to let think that a…
So I'm really happy with marmoset, but I'm getting this weird glitch on my mesh. The funny thing is, my mesh looks way better in marmoset then in max or xnormal. But in xnormal and max I am not getting this weird glitch. Could it be a graphics card problem? I'm using an ATI Radeon HD 4850. I've been racking my brain around…
Yeah, you unwrap and layout your UV shells once the low-poly mesh has been created. To do this, I typically begin with the high-poly mesh and start removing the support edges, removing unseen or unnecessary faces and edges and simplifying the mesh as much as possible while retaining the overall forms and silhouette. Again,…
* Skew you buddy! Making sense of skewed normal map details. * Understanding averaged normals and ray projection/Who put waviness in my normal map? Plus a bonus article * Of Bit Depths, Banding and Normal Maps
I think I've finished the modeling and did an initial normal/occlusion bake from xnormal. I'll create more normal detail using crazybump for stamped text, screws etc etc. I just threw on a metal like texture so I could see how the normals looked without just a gray color. The model weighs in at 1900 verts. I'm sure there's…
Cleaned up lowpoly topology, loosened up hp which improved the look of the normal map at some areas but I don't think that's what causing the artifacts. Tried baking normal map in xNormal with same result. Decreased mesh size in marmoset to match ref human scale, no good. Updated graphic drivers, nothing. Maybe there's not…
I used face-weighted normals recently for a public sample asset. Might be informative for you: https://github.com/KhronosGroup/glTF-Sample-Assets/blob/451f96783f5a4b32895616f2f5f98e12d877be9f/Models/SunglassesKhronos/README.body.md#modeling-with-face-weighted-normals Left to right in the image above: * Simple geometry with…
here's how it works atm. It works witha system where you create a material layer (from which you can create material layer instances), a material layer blend, and then a master material. The 3 work together to create the above. I only have 1 material layer and it looks like this. Also Since I've learnt about the reroute…