I'm working on an asset for someone but they want me to bake high to low and they said not to use a triangulated version of the mesh, only quads as this is being animated for a short film. I do games mostly so I keep everything triangulated because a quad can be split in different ways and it wont be consistent if that…
finished the caldwell test model textures! This took a bit longer than intended, but It's about as good as something like this could get. texture sits at 128x128 with 16 colors total (was expecting to add a few more shades but never did!) Your browser does not support HTML5 video! https://i.imgur.com/dtU8Lbm.gifv Let me…
I know you said the normal bake looks good but just for the sake of trying another aproach what if you put your whole model on 1 smoothing group and just see what sort of result you get, I know when I've run into issues before that has worked. Not for every situation mind you, but it's worth a shot. I'm not versed in the…
Using some deformers in unreal i can take this tiling mesh and make different shapes quick. I can pretty much rebuild my block out like this moving forward.
Hi all. First time poster, long time lurker here. I'm encountering some weirdness while using batch bake(mental ray) to bake ambient occlusion for a ground terrain object in a level in Maya. If I bake my 1k map within my working scene file, i get a massively blurry result with no fine detail. However if I copy/paste the…
Oh yeah, needs more geometry - more segments that make the low poly conform better to the high means less black gaps (for the left side) and less waviness in the right side. Have a look at the "who put waviness in my normal map..." thread. One solution is adding two edge loops, left and right of the right edge, baking,…
hello , i have been wondering about how to achieve a FUR effect on a game character and whats the different methods and the pros and cons for each methode :\ by FUR effect i mean the fuzziness that surrounds the silhouette ... is it a shader or some texture trick ? :poly141: this is an example : Conker Live and Reload
Hi, I've recently finished modeling gun and started texturing. Unfortunately I have baking issues. I made my model in Blender and It seems to me that there is some problem either with topology of my low-poly model or shading smooth problem (or both). When I'm just using shade smooth option and export model to substance…
I've been trying to figure out a way to bake out the difference between 2 meshes but can't really figure it out. Say I have 2 meshes like the ones below, on is a clean mesh, and the other is damaged or chipped up. I would like to be able to bake the difference between the 2 of these out somehow. My reason for wanting this…
I did a simple test on a table to see if I could bake properly, since I am pretty new to it. I came up with this: Im not sure if it is a good bake or not because there are some shading errors, maybe someone can help me?