Wrote up the Ornatrix groom-to-bake pipeline I use for stylized characters, focused on two things that bite later if you skip them: keeping the groom mask-driven and editable (density / gravity / length multipliers painted in Substance, so almost every operator is mask-controlled without splitting the groom into a file per…
Hey all, I'm hoping to get some help here after 3 days of painstaking research into this issue. So I'm working for a company that's getting signed on for a project involving project-map graphics and animations on a mannequin (in the real world with a projector). We're using Watchout 6 to project the graphics and we'll have…
To flip individual channels, hit the lil cogs icon next to "Normals" in your last screenshot. Y should be green unless you're mistaken. Please be patient while I practice my gas lighting effects. As for the idea itself of using non-square textures generally, TIL it's no longer a bad idea to do as long as you stick with…
I'm using Arnold with Maya 2017. I've made a groom with XGen and want to set the colour to be the same as the texture I made. I have markings in white, greys and browns so would like for them to show in XGen, not one colour. I have looked at many tutorials and haven't found a solution, I need help as I have no idea what to…
the type of fence is high security one, the actual brand which makes this type of mesh is called ExMesh. I actually adjusted the the size of the mesh so it would be better suited to the square shape of the low poly so I can repeat pattern it in unity. I realised while baking, it was the side of the model facing the low…
Hello everyone, I want to share a new tool I've been developing for some time now called VmBaker. It is a texture baking tool mainly targeted at game developers for making low-poly models - but it's really up to you how you want to use it. If you're tired of exporting models from Maya to Blender just to bake beveled edges,…
I tend to have all quads where possible on my meshes especially if i know that i will subdivide them but i was wondering in the case of a real time asset like this: As you can clearly see i have a flat face with ngons. This is already the final mesh, i won't do any bake or smoothing ( subd ) and i know that the engine will…
Hey guys! I faced with some annoying issue in 3ds max while making floaters for my highpoly. I use Text tool, then bevel it and apply chamfer modificator. If I do quiet large chamfer it starts to look ugly, when I do little it looks acceptable, BUT: after exporting it to Substance Painter to bake normal, or any other 3d…
My question is how would I go about making sure my UV's line up really well so that when I bake a HP model onto a LP model the seems don't look off. For instance trying to sculpt a crack on the HP model and it goes over a seem where the UV is. Is there a way to make sure this doesn't look off or is this a problem that…
Sure I totally agree before focusing on the speed I should be able to make it perfectly no matter how long it takes and it is always like that. When making a piece I will always spend a lot more time than I do once I have repeated the process on the same piece 10 times. And the good point is that once I am at ease making…