Hey All! Here is the latest update to my scene. I changed some thinks around, I wanted to give more character to different areas of the shop, so i dusted off an old Arcade cabinet model I made years ago and Up Res’d It. I also added a nice little plant and some other assets like a record player and speakers to the scene. I…
It's kind of hard to see, but it definitely looks like you didn't set up your smoothing groups properly. Remember that any 90 degree or sharp corners should be hard edges. If you do this and still get some shading issues, screw around with the smoothing groups to get a workable result. Any harsh shading issues on your low…
Hey guys, first time posting in this section and so many great artists here Mik2121 wow... cool angle and nice texture dude. It inspired me. @Stinger88, good work dude @AlexKola love the mouse dude..., is it a medieval guardian?? @mariomanzanares cool gesture dude.. hahhaa, i wanna see the final result So i finished this…
Not sure, doesn't sound like you are doing anything out of the ordinary. Maybe something changed in a recent build of Blender? One check you can make is to try Blenders own 'Export UV Layout' from the same menu and see if that renders the object colors or not. If it doesn't then something has changed in blender and this…
^ Beaten :P But to answer your question, yes, both Ultimapper in Softimage and xNormal will bake Ambient Occlusion from your hi-poly source model to the UVs of your low-poly model (pretty much how any hi-res to low-res baking tool works in general). Definitely give both of those a try, sometimes you'll find you can coax…
Thanks for the reply, that was my solution as well, but I wasn't sure whether it was supposed to work this way since it's different from Suite 1.8. In the previous version I would feed all the maps and Suite would work on one template, regardless on the number of material groups in my OBJ, but this is different now. Baking…
@Blond You and me both! Looking at Carbine artists portfolios makes me think theyre baking AO from sculpts and painting over them pretty heavily. The diffuse textures still contain a lot of AO and edge highlights. The real problem with getting it to look right in UE4 is that theres no easy way to get colored specular…
WOW! Thanks to everyone that posted! This helps me out so much, and I didn't think that anyone would respond so quickly either. Another reason Polycount is the best forum out there :D The main question I need answered still though is what exactly do I need to copy over to my new comp? I have copied the folder containing…
If you hover over your layers it will tell you what each layer contains. One of those layers likely has Polypaint information. If anyone knows of another way, I'd love to hear it. But this is my method for extracting the sculpt information. Turn the layer on >Store Morph Target >Turn layer off >Add a new layer >Switch to…
We, or at least I cannot see your images, still. When I hover the area where it should be, I can see that it points to some gmail link and when I click it says it cannot be loaded. I don't think you will get much feedback if the images doesn't show. I checked out your previous thread about the same topic anyways, and for…