Add geo or modify vertex normals to the bake the normalmap properly (additional geo or vertex normals will fix the smoothing glitches), then remove additional geo from the model but keep your uv's correct. You can make 3 meshes in this workflow: low poly (proper uvs), low poly + support edges/edited normals, highpoly for…
Well, yes, of course, although you would need to UV-unwrap the plane and get it lined up properly (which you can do just in ZBrush pretty easily, if you want to get everything lined up without importing a millions of polygons mesh into Max.) You'll probably also need to turn up the projection distances if you're baking…
Hello everyone, I've been struggling with an error in a project. I'm baking in marmoset, and in there it looks alright (next images) the problem comes when I use the bakes in substance painter, some edges look wrong (next images) I'm not really sure what I'm doing wrong or what can I do to improve results any help would be…
Hello workshop artists. I wanted to put together a thread to more formally introduce handplane to the workshop community. We have been sponsoring the the dota challenges on polycount for the last few months and I am a longtime member of polycount. From what I can tell, only some of you are using our tool. I wanted to…
Okay, so I have fixed the problem by using world positions in stead of uv positions. Now you can scale the plane and it will apply the water shader based on world positions so it will just make the ocean area bigger. I made some pictures, and I am already pretty happy with the result, but I am in need for some help because…
Hi, I am looking for a 3D/2D artist, focused on texturing and mapping. The target: I am working on a project with UE4 for serious business (no gaming) where I want to visualize some items. To place these in a beautiful/realistic environment, I´d like to build up some rooms with furniture etc. For now, a reference to…
So basically I don't get my baked normals out correctly. I use xNormal to bake them. I have tried baking the normals with a cage, but it didn't seem to help much. It seems to happen where I made UV cuts. To describe my workflow a little for this model: I made the model in zBrush, retopologized in 3DCoat, UV'd in Maya then…
The xnormal artifacts are from rendering in 32-bit, and the dots in normal map from 3dsmax are because 3dsmax uses dithering to convert the 32-bit internal render to 16-bit output file. If you bake in xnormal at 32-bit then convert in Photoshop to 16-bit you'd get the same dots as in 3dsmax. The only solution is to fill…
Okay so finally the Uvs are done and baking is done! In the end I used two texture sets. It will be two textures 4K for the final render. I did the normal and ambient occlusion maps in xNormal and position, curvature, thickness and world space in Substance Painter baker. I wanted to do the baking of the AO in xNormal…