There's nothing obviously wrong with your meshes or UV layout in those images. The artefacts are almost certainly caused by busted normals and/or busted UVs some things to try... Are any of your UVs mirrored or overlapping? move the mirrored/overlapped bits outside 0-1 space Using .obj ? Stop it and use .fbx (obj is shit)…
What are the conclusion on this ?? Usually I been working on organic stuff, so there really isn't any hard edges around. But I been doing some more stuff with sharper edges as well. Anyway; what I generally do is. * Keep the Quad LowPoly for final render. * Triangulate the LowPoly I want to bake. Save as Tris for baking. *…
Thanks for the replies! an aggressive napkin: I honestly don't remember any specific ones, but I think I found some fairly good material on youtube. dirigible: I'll check out those tutorials... I don't own Zbrush unfortunately (and my trial expired long ago), but I'm sure some of the techniques will still apply. Good to…
Hello, I had a couple of questions, the first one is regarding converting uv shells to smoothing groups. Is there a way to do this in Max 2013 without tex tools? I've had some issues with textools and it looks like they don't update them anymore so I was wondering if maybe new versions of Max have this feature built it or…
So I have a two models with identical topology and in the past I've used Maya's transfer texture option to bake existing materials onto a new UV layout in a pinch when needed, my question is, can 3dsmax do the same? I know Render to Texture exists and have used it to render normals off a high poly onto low poly bake but…
Okay so I've been at this all day. I'm at the end of my tether - ready to pull hair out. After having numerous issues I finally managed to get an almost perfect bake for my model. However, one part of the bake wasn't quite right so I went back to add some geo to support the normal map. This is where everything went wrong.…
Hey guys, I want to render off some normal and AO maps but the problem is I have spheres (high poly and low poly) set in as eyeballs and low poly planes for the hair. So visually I have this: My current workflow is this: * Put both the high poly and low poly into XNormal (ensuring the high poly has a plane underneath to…
I used to struggle with AO, curvature and even separate concavity & convexity maps... but now in Marmoset Toolbag 3's baker when all the high and low polies and cages are set up, it's just one push of a button and bakes are awesome. ;) Nowadays you don't basically need to bake anything else than these 6 helper maps for the…
I am just getting introduced to Substance Painter 2. It seems to me that if I can just paint whatever details I want onto a normal channel, why bother sculpting a hi resolution mesh to extract details from? Is it just a matter of which program has your preferred tools? Or is there something more to this? Or... are people…
Hey everyone! I'm ABR, a self-taught 3D artist about 4 months into learning Blender with roughly 1 month of actual sculpting experience. This is my first major project and I'd love any feedback or critique from people more experienced than me. A bit about me: I'm actually more of a topology person than a sculptor — which…