After jumping from Mudbox to Zbrush I've been trying to nail down an AO/Normal bake workflow using xNormal. When I used Mudbox I'd explode the low poly in Max, import it into Mudbox, line up the high poly segments, then bake there or bring the whole thing into xNormal. Is this about what I'm looking to do as a workflow in…
So much trouble for a box mesh... Low Poly UV layout: Mystery UV set that xnormal is baking to: "Match UVs" Enabled seems to use the correct UV islands however the bake is completely hosed: What the hell is this? :[
Thanks for that! The most problematic matcaps have been attached. I have found that framing a subtool with the matcap several times causes a crash; multiple movements (zoom, rotate mostly). My only solution has been to have a ZBrush inclusive matcap on the subtools, do my posing/positioning (not much posing with skulls)…
Hey guys! I recently made the switch from Blender to Maya LT so I've been in a constant purgatory of technical issues for the past few days. I'm pretty experienced with Substance Painter so I didn't expect to run into issues there but here we are. When I try to bake a normal map from my high poly mesh created in ZBrush, I…
Is there a setting that automatically bakes sRGB maps instead of the washed out white colors? I know I can click Marmoset's check box but I'd prefer to have it baked out proper the first time. Thanks.
So Maya's paint vertex color tool has an export option, which doesn't have fill texture seam option, but more detrimentally, only exports vertex colours, not face colours; it averages adjacent face colours an exports that value as the vertex colour. So i've been googling like crazy and the only result i get is this:…
so figured out a resonable workflow for making boots/shoes etc. could still optimise the final boot baking mesh further, but works ok obviously the panels just get removed for the final bake, as they are all non destructive. slightly high poly, but ok for modern hardware I think will then do a substance pass , adding…
Hello! I've stumbled again on a baking problem with 3DSMAx. When I try to bake a light map out of my model, it doesn't seem to detect lighting information, as it can be seen in the pictures I've linked. Although the height map suggests there are height differences... I tried adjusting my skylight, but no success what so…
I want to bake a procedural texture in Maya, but only a selected procedural texture in my shader tree is this possible, must I create a custom shader of the procedural texture and apply to the Texture bake set attributes > custom shader ?
hey guys ive been trying to make this guy based on https://www.artstation.com/artwork/Oy9BKe concept. I want to take him all the way to textureing and maybe at the end a quick animation but am trying to make him as a portfolio piece :) Heres some of my block outs done: I'v been struggling with some of the shapes especially…