Take a look into xN's docs and the polycount's normal mapping wiki. See also this very informative page about cages from Ben: http://www.poopinmymouth.com/tutorial/normal_workflow.htm A cage is just an extruded version of your LP mesh which is used to control the ray distance and direction. In 3dsmax, you can easily create…
Thanks :) Actually, I threw in edge loops and subdivided the mesh, while being careful to get the proper number of rows of little faces that were the right size as the bumps. After that, I selected all the faces I wanted to be bumps, and extruded them with "keep faces together" turned off. A few more extrusions (with "keep…
Butt!!! Thanks for the comments, man. I am agree that 256X256 is the most efficient size for this prop. We use 256X256 for every 4 feet by 4 feet at work, but I figured since we are working on an MMO that 512X512 would be more "Next-Gen". As far as the Normal Map is concerned, I do have it displaying in the Maya view port…
IMHO I would rather start by enquiring with the shop if they can even process polygon models at all ; because if they can't then the time spent sculpting in Zbrush would be wasted. But if they can, then you could get some example files from them to see how they set them up : do they need a thin surface, or a thick slab,…
Hello Polycount! i've been trying to fix this issue all day and i just cant for the life of me figure out what is wrong! So as the title states the normals on my object are all out of wack. In the first picture you will notice that 3Ds claims that my normals are sitting correctly, the brighter red. But when i render it out…
Made a little game with a concept that you are all too familiar with, its all around extruding! Think Portal but instead of a Portal Gun you have a Plunger gun that extrudes any surface Made it in the 7dfps jam, you can find it here on itch.io https://tocogames.itch.io/extruder-alert
In XSI if you extrude a profile curve around a guide/rail curve, it should be upright by default. Same goes for component extrusion. If not, check the PPG for any checkboxes related to tangency. Path Constraints usually have a few options that can be enabled to help get the desired effect (tangency, up vector, etc).…
For the rear sight hinge, I'm not sure how to do the LP. Here's the high poly: The actual sight itself is no problem, but I'm talking about the hinge that it sits on. The right side has what looks like a small spring on it, which is going to be baked on to the lp, since it'd be a waste of ~1000 tris to make that spring.…
Hey @Lethendris , You have a couple things going on here that I want to point out. 1. Your low poly mesh needs to match your high poly match as close as possible in order to correctly retain the details you are looking for. 2. The biggest issue to point out is how normal map content is created between high and low poly…
Re-worked his boots to look a little less chunky, made a quick step-by-step of how I made his laces in the process. Hopefully someone finds the info useful. 1.) Use your boot as reference to position your CV Curve. 2.) Build some poly faces of the mesh you want to extrude. For mine I created a cylinder with 6 division and…