Gonna pre-face this rant by saying this just represents my opinion as an individual, as a person, homo sapiens. @NikhilR EDIT: im not gonna comment on the culture war stuff as i agree and disagree with tons of points and thats a whole other thing. Im going to just mention stuff me as a dev and as a consumer think about…
Cheers! I didn't make the model or diffuse/spec textures though. Its from an Eat3d tutorial and I used it because I had it to hand and it's a reasonably complicated model to bake. :) Yea, xNormal is an awesome application and produces really high quality bakes, though it can take a while to get used to the interface and…
Hey man, First off why would you like to make the boots a vocal point also you can't really make the hood a vocal point since a face is the strongest vocal point you can have in a character. There are exceptions tho here is one the vocal point is clearly the big purple dildo. Sorry haha but on a more serious note If you…
Hi, so ive been looking everywhere and I have yet to find an answer to my question. Is it possible to bake normal maps (or any maps) using Maya's transfer maps if the UVs of an object uses one uv range. (not really sure if uvrange is the correct term for it) So I want to transfer the high surface details from the torus on…
Rite now the lighting in unity 5 is the #1 thing that makes me consider other engines. There's a lot of unpredictable behavior and the bake times are ridiculously long compared to beast in unity 4. If you're developing for vr, realtime/pre-computed GI is not going to be your ideal option for most situations. A single room…
Hello! I have been here a while, but dont think I have ever made a thread. But here I go :) I'm in the middle of a 16 week long school project where we are about 10 people creating a game. I'm sitting as technical artist in the group. But now when I am done with my part of the project, I can spend rest of the time to…
So I've always had this issue for baking in substance painter, I always get these small black dots/clipping around the edges of my model. I try my best to make sure the high and low poly match up, I keep my UV islands pretty spaced out, I mess with the max and rear frontal distance in the baker settings. Is there anything…