alright, i have another question. since i can't texture and won't learn it in 1000 years i use the ambient occlusion rendering method within 3dsmax (scanline render with light tracer) as a base for all of my tf2-models. no every now and then i have these "light sources" in my models (especially on my lights pack ;) ) and…
Personally, I have a few bases I've collected over the years that I use all the time. The Mudbox human base is almost perfect, and I use it all the time. Personal, professional, doesn't matter. It's a solid base mesh for any style of work you do. Since it's for the high res, it doesn't matter at all. You CAN do one…
Hi guys, So this is something I've been racking my brain over for a bit now. I started a character a few months back to teach myself the high poly sculpting to game res mesh pipeline, and needless to say, there have been some kinks along the way. I've brought all my pieces into Xnormal and baked out AO/diffuse/normal maps…
Here is what I get after baking the H-poly brick wall,the thing bugging me is that its made from one sculpted brick moved/rotated around but I get problems mostly only on bottom part of the texture?
To echo some of the above : - Be excellent at creating highpoly models, both sculpted and as manually crafted geo - Be excellent at creating ingame meshes - Be excellent at UVs and baking. - Also pick a 3D CAD software like Fusion, Moi3D or Plasticity. And then things will vary from one project to another. Honestly not…
Hi, i have my low, high and uvs, but i cant bake properly the normal map. I have tryed several things, but i keep getting these result, any help please? (Some other areas DO look ok)
This probably isn't what you mean, but just in case its helpful, here's a tutorial: https://www.youtube.com/watch?v=pV57PT2eGVE it is much longer than needed as there is only a few steps: * apply some material to the default cube * in the cubes static mesh details window, there is an option to bake materials * you can bake…