Im having an issue in max where after setting up my asset to get rendered, when I actually hit render nothing happens. No window pops up, nothing. The screen doesnt change at all except the bottom left of the screen says texture baking complete. The cage is set up for projection mapping and all that stuff so I have no idea…
Sorry I wasn't sure which forum this belonged in. Basically I'd like some pointers in getting that diagonal line as smooth as possible. I know I'm zoomed in fairly close (it's a 1024x1024 sheet) but it's producing fairly noticable results. Again, zoomed in fairly close - a lot closer than it's going to be viewed within the…
Hi everyone ! I have a new question here :p Here is my problem I need to use a cage because i bake 90 degrees angles and not have a black line on the edge. The problem is when i render with Xnormal with a Sbm + cage it render smthg like this edges and border are ok but i got really strange artefact When i uncheck the cage…
Hi guys! I met a problem trying to bake Ambient occlusion from normal map in 3ds max. The source I have is low poly mesh with a normal map baked from highpoly. I have no original highpoly (otherwise, it would be pretty easy to complete). Here are some ways I tried to make it work, such as scanline+skylight, or mental ray,…
Yes, in production, having multiple assets that would normally be on screen at once reference one texture set (instead of a few) reduces many drawcalls, but in your instance, I really wouldn't worry about overhead performance in engine when all you are doing is just portfolio/practicing.
Hi, I wanted to rig character I made, and at the begining I realise that my character is triangulated and all riging should be done with quads. I triangulate it becouse I baked normal maps in xnormal. I notice that if i don't triangulate before baking, normal map look wavy in marmoset. becouse xnormal triangulate my mesh…
Hey guys! This is my first post at polycount so lets make it count. I have been struggeling with this knife for far to long. I want to get it done but I run into loads of baking and smoothing errors.:poly118:. Somehow the cage in Xnormal is set to tight not baking the floating geometry and causing really weird random…
The stretchy artifact is prabably caused by the fact that when baking rays are not exactly perpendicular to the cylinder top. That is because you are using averaged projection cage. You could probably fix that by messing with your lowpoly, but... Firstly you should change extrudes into bevels if you want to have such kind…