Decide to participating Challenge for the first time as a long time lurker, cause I wanna practice some hard surface model and enviroment art. I have blockout the base layout in Blender and export to UE5, haven't change the lighting to fit the concept setting yet, but I'll do it in the next update.
The auto setup only seems to work with .fbx but it's so much faster and easier to export seperate .obj files from zbrush. Is there a way around this? I can't convert them to .fbx outside of zbrush, maya will choke on the polycounts of my high poly bake sources. Cheers!
Hey guys, Here is my final result in Marmoset. I feel we still see a small edge connection on the corners but I guess thats the best it can get: Marmoset Viewer: https://dl.dropboxusercontent.com/u/33632100/Marmoset/CubeTest.html I Baked with xNormal (although, I got pretty much the same result testing with max): -…
Hi, I'm very sorry for the delayed response on our forums. I posted there as well. Substance Painter will read the soften/harden data set in Maya when you export as FBX. This data is used to shade the mesh in the Painter viewport similar to maya based on vertex normal smoothing. In maya you are smoothing/hardening the…
This is a large task indeed but I can give you some tips. You have the overall design of the map, that's good. Also the way you designed it (island) will make your work much easier. I recommend you starting with the World Machine to get the nice height map. The free version allows you to export max. 513x513px maps but you…