Hi One thing I'd love to learn is how exactly to make a Fuzz map for clothing. I did a Google search, but nothing useful has come up. It looks to be something useful to include to help make my clothing look more like clothing. To include some, well, fuzz lol. What is the best workflow for this? Is it just a case of adding…
This is the easiest method. For sure. Personally I use Renderhjs' Textools (which essentially does the same thing) but allows me to quickly back out color maps based on Meshes or Mat ID's. Sometimes baking out separate mesh colors are nice to identify group locations of objects. Ultimately though, it comes to down to…
I remember seeing a tutorial where it's explained how to deform low poly by HP's uv's. The example was scarf modeling/baking. It was a great tutorial, but I can't find it anymore Thanks.
I have the hardest time baking a smooth object to a low poly unsmoothed object. The best I've done is apply beveling to the edges of the low poly, and it helps a bit, but there are still artifacts and the added polys. I've been searching all day. Here's the high poly on the right, low on the left. Any advice would be…
Hi guys, I'm gonna render a high poly knife using Vray and with lots of details. For this, I need to have an AO map in order to use in Quixel Suite. I'm gonna use high poly in Quixel so there is no low poly mesh at all. How can I bake AO map just using high poly?
Are there any guidelines in how to split your mesh? I want bake high poly details on low poly object in Substance Painter. Any best practices or tips? Thanks in advance!
Hi hi, Does anyone have a link to/knows the process of rendering a diffuse map in Xnormal from a model built in 3D Studio Max? I am struggling to produce anything other than a white render. (I have been using bake highpoly's vertex colours and have unchecked the ignore vertex colour box on the high poly). I am building…
Below's a pic of what I mean, anyone know why? Using max, happens regardless of map size, supersampling or cage position, it seems to be random from I can tell too as it fixed itself when I made a small adjustment to the high poly model (didnt do anything else after and baked and it was the normal colors again)
Hey there, I'm trying to bake a cavity map that looks like this: But for the edges of this gun here: Basically I just want to highlight the sharper edges in the texture. How would I be able to do something like this? am I on the wrong path with cavity maps? Also, I am not planning on a highpoly version of this, just…
I'm trying to bake some normals / A.O in Max but for some unknown reason i end up with these strange black shapes on my low poly model. As can be seen this isn't visible on the "complete"map or normal map nor the model itself Is there anyone that understands what's going on and can tell me how to prevent and/or fix this ?…