Yes, its slower than XNormal and maybe other dedicated bakers, but you can accurately bake Maya shaders. Its relieable... Hmm, i would check if you can go with lower quality settings.. Or do quality checks with a lower resolution/lower quality, and let it run in High quality over night (like in the "good" old rendering…
There's a lot of aliasing going on in your bakes, which could be a result how your UVs are packed, the texture res, or just not baking with quality settings. I'd look into fixing that up.
Best to bake in 3ds Max, or in Xnormal. Depends on the game you're trying to export to, you want the baker and engine to match in the way they use normal maps, otherwise you'll see more errors. Some tutorials here http://wiki.polycount.com/NormalMap#Tutorials To keep the shape, you can add supporting edge loops in Max.…
Here's an ordered list with the most used softwares for each task.Keep in mind that all of these tools can do pretty much the same thing.Some are faster in certain areas and slower in others. - Modeling/Unwrapping : This is where you would model your high and low poly assets,unwrap them,create the blockout geometry for a…
@VividSombre I personally use topogun for topology but 3d coat is also pretty great, the only plus side to 3d coat is that at least the software is still being improved and updated, while topogun is no longer being updated and so it is harder to get help with licenses or bugs if ever they arise. I can't say if 3d coat is…
This looks like a realtime solution for radiosity/AO, and no mainstream engines can do this well that I know of. Even in the examples, they are only getting 15 fps for a single static object in a very simple environment. Throw in 24 characters running around calling dozens of animations, add in several dozen weapons each…
Hey there! I have a facial rig that's based on the Gears of War 3 one (http://www.unrealengine.com/files/downloads/Jeremy_Ernst_FastAndEfficietFacialRigging2.pdf) So, it's a head that's skinned to a bunch of helpers. Those helpers are children of an offset controller (to fix bad poses etc). And those controllers are…
Projecting an image from the vector of an object (camera or otherwise) is absolutely not limited to diffuse. You can project anything you want (likely through an extra UV channel), and then pipe it as a bump effect. I have no idea about Maya, but in Blender at least it will then bake down just fine as tangent normal…
Hey, I have a bit of trouble with how I should be approaching payment as a freelancer, or generally in projects. Especially when it comes to baking and calculation times for textures or procedural textures and systems. A friend told me that it still counts as working time if you can't use your pc for other work during the…