I'm having issues baking a normal map in blender from a high poly mesh to a low poly (I labeled it medium). Here is my image album. Any reason I cannot get the bumps in the handle to show up correctly in the normal map? http://imgur.com/a/cLGxz Image 1: The "Medium"/low poly model Image 2: The High poly Image 3: The smart…
So I originally started this for the VG Remix contest but with weddings and other shinanigas I didnt even come close to finishing ha. So I decieded to create a thread here to force me to finish it because I was liking where it was going. So its Outset Island from Wind Waker done in the style of 22cans kickstarter game…
Hi everyone, I am currently looking for 2 custom 3d models with a similar polygon count and texture work to latter-era source engine titles for an amateur source film maker project. Feel free to PM for any more needed details on model specifications and/or payment, and thank you for your time.
Hey guys. Basically I faced the issue with baking normal map in xnormal, so that is what i have on particular model of tree: . Maybe, maybe I've chosen not the smartest way of making model but I used tutorial and basically made high polly of tree, then made low poly from it using low resolution zremesher. I just started…
Hello! Newbie at 3D art here. I'm also new to these forums, so please forgive me if I'm posting in the wrong section. Let me start off by summarizing my issue. Basically, what I've been trying to do is bake down smooth edges from a high poly model, onto a low poly model without Face Weighted Normals. The low poly mesh has…
* Hello, I have a strange problem that i cant find a solution on the net. When i am baking maps in some cases painter cant find the high poly URL on my comp. I have a model that is separated into many subtools in zbrush, i exported them all with fbx exporter. It seems that painter randomly cant find this high poly meshes…
After reading Eathquake's excellent thread I decided to practice baking normals, hopefully doing it the right way. After some simple cubes I did a quick Zbrush sketch of a pillar. Here's the result, I'm mainly hoping for either :thumbup: or pointers on what to fix / general tips. Process: * Model basemesh in modo (Hard…
Banging my head against the wall trying to learn how to do normal maps correctly. My current workflow is: Move overlapping UVS -> Triangulate mesh -> bake -> move back overlapping UVs and export into Marmoset. Here's what it looks like from one side: And here's what it looks like from the side that had the overlapped UVs…
Hello! This is my first post on polycount and I hope I post this thread in the right place. I wrote a script yesterday which makes it possible to batch bake normal maps in Maya. A few artists at The Game Assembly, where I study, got frustrated having to bake all their maps manually when working with complex models such as…
A couple of things to think about here 1: baking normals for each hair strand always looks shit 2: Arnold bakes it's normals in world space ( do your grooms flat with the floor) 3: xgen is deeply shit and will lose your work all the time (Maya 2018 was the closest to "stable" but it's still shit) I forget the name of the…