Hey guys, I just found that there're slightly visible seams in my normal map(baked in Marmoset) at the edge of UV. I thought it could be the stretching of UV map so I tried fixing it and using the same resolution for all the UV shells. It didn't work at all..... Here's the screenshot of my Normal map applied to the low…
Hi all! I'm working on getting a script together in 3ds MAX that bakes local space positions into vertex colors for easy blendshapes in Unity. This is all inspired by the Naughty Dog talk which describes similar processes you can find here: http://www.gdcvault.com/play/1024103/Technical-Art-Techniques-of-Naughty Things…
Remember that whatever materials you apply to your high poly will also be captured. Normal, spec, diffuse they can all be captured. A lot of people overlook this and capture just the difference in geometry. So taking some time to do some basic materials and unwrapping on your high poly can get you a pretty good start on…
Normally if you are going to take a mesh into a sculpting app to add definition and details the you are making what's called a "base mesh". It's best to keep the base mesh as evenly spaced quads. This is not a hard and fast rule though, you can get away with a few triangles or ngons here and there on the base mesh but it's…
Thanks guys, I really appreciate all the comments and they really help me get some motivation for making some tutorials that will show you how to make content for game engines in the future. Now as for the 3rd part of the tutorial its been done 2 days ago but I'm having a hardtime trying to upload the file to youtube since…
Hey Guys, I'm toying around with the baking high poly to low poly pipeline, and I must admit I am rather green at it. I followed a short video on the process on youtube, but the result I'm getting doesn't look right. I have attached images of the result I'm looking for, and what I am actually getting. What I'm trying to do…
Yep. Then in Render To Texture, there will be a new output type, I think it's called MR:AO or something similar. Laurens Corijn goes over some of the different methods of baking AO. http://www.laurenscorijn.com/articles/ambient-occlusion-baking Personally I lean toward VRay Dirt, if you have access to VRay. If I don't have…
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Hi..Guys I got this issue for days, and just found that here's best place to seek the anser.:) here's my issue with normal map. I modeled in 3dsmax then export to zbrush get more details, then using both ZB and Xnormal to bake normal maps, but end up like this..seem on the model seems totally wrong:( can anyone find some…