Marmoset Toolbag 3 looking for tutorial on how to fix backface 2 sided shader normals Cull backface = off texture maps set 1 texture maps set 2 flip Vertical
is it better to work your way up to the high poly mesh from a low one, build the high poly first, or should I skip that and just use a program like Zbrush?
Hello! Im new on Maya and im trying to render with arnold. As i see in a tutorial i assigned Aiimage/AiNormalMap/AistandardSurface in my model. When i use Ainormalmap in arnold render view i see pixels in my model. What im doing wrong
Thanks for the response, I set the padding to 4 and the texture is at 2048x2048 at the moment. Should I be setting the padding to a higher value? Also here is my unwrap, in case there might be something wrong with that: Normal map also:
Hello, I have been working on this project. Eventually I am stuck right now. I am baking this model in substance painter but the seams are visible. I have tried everything I know. Please help me. I am attaching the files and screenshots here. The Uvs are properly cut and perfectly layout. HERE ARE THE FILES.…
Marmoset is great for quickly checking if normals are working correctly/ textures are cohesive in hue/saturation but aside from that UDK will change the look almost completely...in any case...maybe the lightmap?? Can you post a shot of the assets in Marmoset to so we can see what look you are after?