Right - re-setting the mean radius to 1 did work. I didn't know that was necessary I guess. I thought re-setting scale in object would take care of all scale issues. Thanks for the help! :)
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…
The recent thread asking how to maintain texel density got me thinking, as many of the answers were needlessly complex or the opposite, i.e. just eyeball it. There is actually a fairly accurate and artist friendly way to match a specified texel density, so I thought I would take the time to explain the method as well as…
I'm wondering that I haven't posted this yet here. :) Many of you probably already know rapidTools, but for those ones who don't: I created many many tools over the years and I created a package from them. It's fairly easy to install, just drag and drop the mzp. You can download it from here: https://rapidmxs.com/store/…
ookay, some of you are ready aware of it but I started a tutorial on how I put my character into doom3, calculated the normal maps with the d3 engines and such. so there we go, part 1 : setting up and creating normal maps for your model (character or not) for doom3 <u>Introduction: </u> Welcome in my first tutorial ever.…
After the acquisition of ZBrush by Maxon, I'm not willing to pay the large and permanent subscription fees for snail-pace upgrades, but not doing so means I'll have to stop using ZBrush eventually. Whether because it gets outpaced by other software, Maxon stops authorizing perpetual license installations on new hardware,…
Hello lovely peeps, I'm very new to writing scripts but have always wanted to get more into it! I'm currently trying to write a MEL script that selects all objects with the suffix of hg in the mesh name, adds the existing lambert to all, polySoftEdges everything, deletes input history, and cleans up the scene. I've added…