Good day! I have looked through the sticky threads and while they seem to be ripe with technical info, I am so much looking for ways to make the understanding of that info more tangible and accessible as I just can't seem to grasp/apply it. I can't even get the easiest normal map baking to work - cube with rounded edges to…
I recently was handed a HUGE space station to texture. I project I have about 2 weeks to do it. I consists of 23 unique UV sets/maps. So I will have 23 normal maps to sculpt/export, and color. I am trying to find some quick workflows so I can bang this thing out. The only assets I was given were the low poly meshes. I have…
So I've made the Master Sword, from Zelda: Ocarina of Time, and I am having issues with my normal map baking, just around the blade section and a part on the hilt. I gave myself a limit of approx 2k tris. and I have about 2200 I've tried everything but the shading on this area is giving me quite the headache. Im pretty…
I like unwrapping too, I'm always thinking about it while I model something. Stuff like...* Where the material and UV seams will go? * What kind of textures do I need? * How many texture sheets will I need? * Will some be tiling textures? * Will I use part of a texture to create a tiling mesh? * How the pieces are going to…
Alright, after much testing, i've found a working solution. I hope this helps anyone else who come's across it in the future. *** If you've had this problem after you've already painted your weights, you are in luck, you can use the "copy weights" command under skin/edit smooth skin to transfer your weighted mesh back to…
Hey Hito, this is a really cool idea. I like the tension of the guy not seeing the monster at first, and how the final action happens just of screen. I think your arm and leg movements are pretty good too. If you were to change them, I'd make them a bit more wild to contrast the smooth motions of the monster. 2 things I'd…
So I've had that same issue for a while with max. I've come up with a few workarounds and found some scripts that make my life easier. I know this thread is kinda old, but I think it's still helpful. ColladaCGF- http://sourceforge.net/projects/colladacgf/ This allows me to rapidly prototype, check scale etc etc. All you…
@Zlivingston Np :D Bend is your friend though sometimes you gotta know if you should bend first or bend after xD That bot is looking so good Make sure your 8-sided cylinder has the size as close as possible to your high poly, also make sure to smooth the edge normals (it's on the shift right click menu while on an edge)…
Okay, so I have a new effort. This one is 5k, falling somewhere between the original 8k and the 2k above. The material I've applied to the trees to create the seasonal effect is actually a instanced material with one Scalar Param for "autumness" and another for "winterness". Combining these gives you all the variations of…
I am pretty new here on the forums but I figured you have to start some where. There are always a few things I keep in mind when I am baking detail from high poly to low poly via normal map. 1. always make sure that the high and low and as close to on top of each other as they can be so that your cage need the least amount…