Hi guys, I have a rather simple question I've seen that a lot of people are using their 'bakes' in photoshop to create shadow on their model which saves a lot of time when texturing. I want to know how this is achieved. First of all, does one use the normal map or the ambient occlusion map? I have tried both, however it is…
See the pictures above. The following artifacts show up after exporting from Zbrush (Decimation master), exported as FBX. Even after baked normals applied. Any idea what might cause this? I've tried decimating at different values, changing settings on the normal or baker, cleanup mesh Maya. Thank you very much for taking…
It could be a triangulation mismatch. You need to triangulate your mesh in Blender, and rebake the normal maps after. It is likely the application you baked the normal map in (Blender ?) does not triangulate the quads and ngons the same way Painter does or Marmoset does (it is also likely that Painter and Marmoset would…
Hello there. I am trying to make lowpoly shield. It's my first sculpt of something like that and i have some problems with baking texture in xnormal. So this is my highpoly sculpt in ZBrush. Every part of model is saparated subtool. I tried to figure it out how to retopo it and have few types of retopo. version 1: Version…
Does anyone use the pair? Is it convenient to render into textures? Does it have procedural materials with edge wear /dirt masks, cavity detection etc , material blend based on poly-paint. Reneder nanomeshes? Dose nice Zbrush hairs /fibermesh? Can I populate and bake a landscape there? I am looking for Substance Designer…
Hello Kanni ! Thanks for your answer it maybe help me to solve the problem :) .. I renamed the high polys with high as real end suffix, and i t cause me an error when baking (mesh scene cannot be loaded or something like that). So i renamed my meshes like before according the rules of painter (…
Hey everyone, I’ve been experimenting with creating a diamond PBR material with prongs. I managed to build a decent version in Substance Painter, but as expected it only really works at the baked scale. In Designer, I know the procedural approach is the “proper” way for infinite scalability, but I was wondering about…
I'm a student learning 3d modeling for games in Korea, particularly for environment assets. I've learned that it's good to combine multiple objects and unwrap them into one uv map whenever possible, for optimization and to control consistent texel density, rather then creating uv maps per object. For example, like…
I haven't done this yet. I'm trying to understand it. So please let me know where I am wrong and clarify. From what I gather, you: - Build a high poly model, then create a low poly model (from what I understand by modeling against the surface of the high poly, like with freeform modeling in 3ds Max). - Unwrap the UVs for…
Once you have a low and high poly, and if you want the high poly details on the low poly mesh, you take both of those meshes bake those details to a texture (a normal map) using something like xNormal (a great free map baker). If you just want to do the retopology to get a nicer flowing mesh with better edgeflow and…