@Bek Ill try another bake tomorrow adjusting the cages a little bit. they are not that far out (i did not do a global push but i also did not spend much time on those pieces) but the problem does seem to happen mostly on small pieces. I have looked up what texel density is, but I'm not sure what it means or how to check…
@Zyhael Thank you very much for showing me your method on the 24 sided cylinder! Whoever told me to "bend that Beast" thank you! i don't see the post anymore but it defiantly sent me in the right direction (i like the bend tool)! @Mahelix Low poly bot is looking good! are you looking to add normals to that? I tried using…
Ok, so I made some changes to the model itself. I took advice from pseudoBug and added some polys to the lower grip. I also modeled the clip and bullets for the gun. I want to show you the wireframe of the gun as it is now. I have made a new UV, fortunatelly I didn't have to change it that much from my last map :) Now I am…
Hey guys, unfortunately school kicked in, lots of lab work and research but not much time for anything else! This is a small update, working on a normal map. I've had some artifacts trying to bake out normals in xNormals. Currently I'm using nDo to clean up those artifacts while working on a high poly sculpt. Pariah,…
IStonia: Thanks. The primary concern is being able to set up smoothing groups for proper normal map baking. In regards to split vertices, they aren't the same. I guess I am the only person concerned here, but I've never had any luck importing objs with smoothing groups into xNormal or any other program whatsoever - which…
The Flat color map can be generated many ways. I use vector masking in photoshop. You could do it high poly paint(seems very slow to me) Xnormal can multi color uv islands(that really doesn't help you for controlling detail inside of a complex map) I found vector masks with color layers with your normal map as reference…
Seriously thinking about getting Modo indie for $180, but how the hell am I supposed to bake a high poly model in xNormal with a 100k export limit? I think I read that Modo 901 supports Mikkt space, so I guess I don't have to use xNormal if it works well. Or I could find a weird work around by subdividing a mesh in a…
i'm sorry. but i've a doubt. hope it wasn't asked neither responded yet, i've tried to find any kind of information either on google or here in the forums but i didn't find anything . Is there a way i can use the Zremeshed Model to be baked in Xnormals ? I usually, go and do the following. I've the Highpoly model, i…
Also here's another tip for hard-surface meshes which is another good technique to learn, called face-weighted normals. This can entirely replace normal mapping in some cases, and it can be used in conjunction with normal mapping if that's needed. I just wrote this up for a client, might help you... We have more about this…
Never a truer comment, I mean to suddenly abandon that which I've had absolute joy modeling and without putting too fine a point on it simply bottled out, basically afraid of the prospect that I'll fail as an artist in terms of not being good enough. So I think over the intervening years I've now attained necessary skills…