Probably wont have the time to do both options. If I do figure out a good way to do it and have some spare time left I'll try it though. Just making these little example images to post here helped me wrap my head around it a bit better. Awesome thanks, seems to be the only way. I have used & made trim sheets before…
Hello everyone, The workflow that I used in the past was low poly---->smoothing groups---->chamfer modifier (based on smoothing groups)---->Fixing issues---->Turbosmooth This provided me with a high poly and a low poly, which gave me alright bake results. When it comes to baking normal maps I feel like my normal maps…
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Hi all, I don't really post here as often as i should, I've been digging up this old model and decided to try make a game character out of it inspired by Trevor Claxton concepts and games like Deus EX. I will hopefully learn alot from the process of doing it too as i haven't made many game ready characters. Gonna post…
Hey there everyone, I recently started working with a lot of new software (from Zbrush and Xnormal to Marmoset and the Quixel Suite). Managed to learn a lot in a short amount of time, but the thing that gives me headaches on and on and on is: baking a high poly normal map. I modeled a series of meshes (from swords to guns)…
Hello, I'm having some troubles trying to use Quixel Suite on my home machine, and any help would be appreciated. :) System Details: * Windows 10 * Photoshop CC Trial * Quixel Suite 1.8 Steps: 1) Open Photoshop CC + Quixel Suite 2) Open dDo 3) Load Mesh into Mesh slot (.obj, triangulated) 4) Load colour ID (.tga) 5) Load…
Hello there, I'm Jai! I'm working on an indie game called Bindstone and I'm struggling with something hopefully I can get some feedback or tips and suggestions on. I've done a few practice stones based on the tutorials here: https://gumroad.com/sephirothart and they've come out good. I'm having trouble applying it in a…
Recently Ive started working on a school project where I am part of a modding team. I'm new to modding, I have however done various character models and animation for the web and broadcast. Ill be doing character modelling and animations for the project, no programming I dont know anything about that. I have been…
This looks like a normal map gradation issue. There's a few things that can cause this but some likely factors are: a lack of hard edges, mismatched triangulation and mismatched tangent space. Uncontrolled smoothing on flat (planar) surfaces can result in extreme gradients in baked normals. Long thin geometry will produce…