Sorry. I may sound frustrated because I've been trying to solve this problem for a long time and I still see no solution on the horizon. As far as I know, the standard resolution in AAA games these days is 2K per 1 meter. Let's say the object is 500 meters high and 250 meters wide. Obviously I can't sculpt or paint it as…
From what I understand you want as few materials per object as possible. But two materials per object isn't unheard of. With environment art people seem to use a tiling + trim material for a single object at times. Objects usually have more than 1 UV channel in a game setting so I think that's okay. If it's a matter of not…
Thanks Gazu for the questions. Correct, put the highpoly mesh in both the HighResMesh and LowResMesh slots in xNormal. We just posted up a feature on the highpoly workflow, with a small guide on how to create nice curvature from highpoly: http://quixel.se/issue01 Right at the bottom you will find this: * Apply the Smart…
I'd really like to improve my drawing, so I'm going to start sketching concepts. I'd like to share a trick I learned in Photoshop to mirror draw. Start drawing a half of the weapon. Convert it into a smart object, then copy the layer and flip it. Line up the 2 halves so it mirrors properly. Then, double click one of the…
Sounds really similar to the way I work. I wrote something a while back to speed things up a bit. It's a really basic script that I have on a shelf button. When first run, it creates two instance groups, one with a -1 scale value on the axis of your choice. When it's run with objects selected, it'll add them to the groups…
Well save that second mesh there as its own thing, just be sure the UV's are the same. I'm not sure what tools you have available, but if you have substance designer, it has a built in world space normal baker. I believe Xnormal does also. That will be the simplest way. There's also the render to texture options in 3ds…
If you use object space normal map, with almost same UV layout, you might end up with an extremely similar looking object. But to be honest, Object space normal map isn't really a popular thing now because it doesn't work well on deformed models. (Thou it would look better than any other types of normal map on a static…
You also have to be careful of your shader(s) and that your solid object doesn't have problems sorting with other transparent textures. Most of the time that means breaking off the transparent object from the solid and applying a separate shader that has opacity mapping. Leaving the solid object with a solid shader no…
After trying with the normalize script inside of textools (which doesn't work with multiple objects) and relaxing all the UVs, I used the normalize tool of the Polyunwrapper demo after reseting Xform for all the objects (http://www.polytools3d.com/polyunwrapper/). I would have prefered something within 3ds Max, but that…
It's as simple as a new object, such as a screw head, duplicated and placed around your other model as needed. I usually create these sorts of models away from my actual model, then duplicate and place the copies. Having a sensible object pivot makes life easy; especially if you can get away with snapping to your 'base'…