Ngons are a bad idea, triangles are good and quads are fine.theres a lot of very specific things about triangulation that only people who understand how renderers work know about but you can safely pretend they don't exist until it becomes an issue (which is almost never) Before you bake you want to triangulate or you risk…
you are baking in max i guess? well the max renderer/baker is not synced with the max viewport, the normalmaps should look great in rendering, however you could use the 3pointshader with qualified normals to get the viewport to render the normalmap correctly @Kimon: that makes no sense, Max is also not synced with marmoset…
OK, i tried to match the tangent space to painter but i see no option for this software there. so i tried to bake in marmoset and it work! OMG i can't believe i missed that, it's so important. And it means my last projects normal maps are wrong but it is hard to see because the mesh is not so much a low poly. anyway…
Doing some testing trying to bake the vine geometry into a normal map and testing out some of the other bakers in substance designer, then put it all into UE4. Looks a bit flat to me so next goal is either add a few more vines as separate geometry or figure out displacements/height within UE4, coloring and roughness need…
Hi! I'm currently working on my first mocap project, and it's probably not the first time something like this has not been planned properly. Long story short, I did mocap for a character that's way smaller than me, and we didn't do our due diligence with measurements. So we have a character that has to move further than…
thats alot better. (did you take help from the cgplus tutorial? In that case, give cred to the tutorial maker Ben Tate) ! =) If not, it still looks good, but the updated textures are alot better. Reads better.
It seems people get hyped a bit too much, I would not expect much of a change for the artist, fundamentally normal-maps will still be around as other maps. You just have "one" more map now for some assets. A displacement map just moves a vertex along some direction, it doesn't encode the surface's normal which you still…
Sharing the technical stage of my stylized character (Fortnite-inspired style). • 34k tris • Game-ready low poly • Clean deformation-friendly topology • Optimized UVs • Bake completed The character is now ready for the texturing phase. Focused on maintaining strong silhouette and readable shapes while keeping the mesh…
It's not a trick really and most of you propbably know about it but for those who don't it can be a real timesaver if you work with complex meshes which need to be exploded. So you have a mesh with like 100 parts which some of which are really close to each other. Something like this: You need to explode it of course. But…