Sorry to ask guys but i've searched and searched and can't work out what the problem is. It's probably quite simple to you lot but I'm still figuring all this stuff out. I have successfully managed to complete the high to low poly workflow using 3dsMax, Zbrush and Xnormal before however this time I have some errors in my…
just needed to formally announce that the test animation clip i post with all of the HIroshi updates was purely to showcase the ANIMATION..the style..the whispy sort of snappy style... someone here thought i was actually using the "characters" in that clip as assest for my cartoon... LAME....since that is highly ILLEGAL...…
@CDeniz ...how were you able to get other results than i do :( lol. Did you use a cage mesh? did you change any settings inside xnormal? what file format did you use for exporting to xnormal? or better ask, what exactly did you do?? :) and are those litte black "noises" on the edge of the box normal? because you seem to…
You could also use xNormal for this. If you don't have a colormap imported to it, then xNormal will use basic colors you'll define. Mostly I have black and white selected and you get kind of a mask after baking the diffuse/colormap. Those will be the exact same as you already created from normal/AO and what not. If you…
Thanks MightyPea I totally agree about the normals being blown out on the last deadpool render I did, I just wanted to use a 3 point light setup cause xnormal didnt have true 3 point lighting so I had to use max...but overall I still think it looks better in xnormal so I might use that to do a quick render of him there…
Hey PC I have some odd issue when exporting a custom cage from 3ds max and bringing it into xNormals. I've used this method countless times before and never had this issue. I've created a cage mesh using the projection modifier and exported both separately as objs and it claims that the vertex count is off. They have the…
Take a look into xN's docs and the polycount's normal mapping wiki. See also this very informative page about cages from Ben: http://www.poopinmymouth.com/tutorial/normal_workflow.htm A cage is just an extruded version of your LP mesh which is used to control the ray distance and direction. In 3dsmax, you can easily create…
Hi guys. I'll leave you with this technical challenge hopefully somebody is so kind to offer wisdom. I have a big weapon composed of a fairly high number of elements and overlapping geometry. The highpoly version is composed of multiple smaller objects detailed in Zbrush. The lowpoly, retopoed, uvd version in Max, is the…
Hi guys, So a couple of months ago I started learning modelling and texturing so I could make some assets for an UE4 project me and a friend have started. I just wanted to show what I've got so far and get some feedback from some people that actually know about this stuff as it's all new to me and there's so much to take…
When I Bake Normals in Maya, which is awfully slow, the result is fine. In Substance Painter "Industry Standard", there seems to be a Bug. At least after reviewing this for a couple of days: All hard normals on lowpoly, split uvs on hard normals. Baked with average normals in SP and Maya wit hdefault settings. I reviewed…