Bradh3d: Is there anywhere I can read up on optimisation of substances? I've only really been guessing at this point and it seems like an important thing to know for professional use. Luthyn: Those shells look great. Can't wait to see the finished substance! Tigerheart: Simple answer masks. Long answer is they are using…
Just taking a wild stab in the dark, it looks like you need to invert your green channel in the normal map. From what I understand its a pretty common setting mix up in xNormal?
Is modo's normal tangent basis synced to any engines? There's still no cage type system in either right? Are you guys who use modo exporting to xNormal or something similar to do the rest of the baking setup?
There are many tutorials that capture everything you need to get flawless bakes. Understand how a lowpoly works, what transers well into a normal map and check the few clicks you need to know in, for example, xNormal.
im slowly working on qop's dagger. atm im fixing reversed shadowing on the wings (normal maps). EDIT: if anyone was interested this problem was solved by switching coords in xNormal bake options from X+ to X-
I haven't experimented with micromesh, but if you can export it as high res geometry you could bake an alpha and normal map like you would usually in xnormal or where ever you like baking.
I sort of made up my own little workflow but I have a feeling its not really the best way to texture eyes. So I'll explain how I do it now, and if anyone can chime in and explain a better way, I would really appreciate it! Usually I make a sphere with 12 Segments. Then I delete the back half and unwrap it. I take that same…
Your pistol highpolyy model is not really a high poly model. Where are the control loops? Your hard edges are literally sharp instead of a having a little rounding to help it catch the light. It just looks like a low poly model. You're not Smooth Mesh Previewing and converting any of the mesh. (Please read this. It'll…
JELLY-RAWCHIKEN-SEMITRANSLUCID FROG! :D (eyes are place holders) So I retopo'ed the body and baked this puppy with a temporary UV set. And everithing is all nice and pretty... except in the parts where it isn't: UGLY UV SEAMS in the normal! Oh dear how I missed you my old friends. Could have stayed away one more time, I…
I think the error at the "Pixel Normal WS" node is due to the input being the vector/normal of the pixel, which is then used to blend with a normal map which changes the input of the node. So probably this node can't be used with blends involving normal maps? Could blend by vertex normal (modified + height mask?) instead.…