Are you working with Texture Projects in Toolbag, or is this a concern related to baking? Assuming this is a Texture Project export issue: How it works currently is if you set your export resolution (Size in Export Settings), it will composite the textures at that resolution. If your input map and/or Project Resolution…
This is what I use to convert my smoothing groups/hard edge splits to polygroups in zBrush when I import my meshes: http://archive.zbrushcentral.com/showthread.php?199290-Smooth-Group-Import-updated-for-ZBrush-2018 It'll automatically crease by polygroups on import too. I use Max and many boolean ops for most of my assets…
/just dropping an update on the work i have done the last few days. I worked on hair following the advice of @Elithenia and @almighty_gir who turned me on to a sweet tutorial by Adam Skutt. Made the textures using Xgen and Photoshop and carded it in Maya. The face texture is made in Zbrush poly paint and some projection…
Toolbag will import all the textures that in finds in the FBX material. The problem here is that in general, the 3D app that you're exporting from doesn't support (or the FBX format doesn't support) all the map types, so only the ones that are saved to the file can be loaded. Which map types are supported varies from 3D…
Don't get me wrong, Sandbox is great with large environments, but rebaking tons of lights will save you a lot when compared to having them all dynamic. Or you won't have shadows! I guess it's worth clarifying that I meant large environments WITH complex lighting. There are no shadow maps in Sandbox, and I think when you…
Tectonic Thanks for the crit :) I think the arms is pretty long in the concept but I may end up shorten them maybe a bit. Zolizzo Thanks dude yeah I agree the uppertorso was just to slender so I gave it more of a width now tho I may end up pushing it even more. I enlarged the size a bit on the head tho I kinda like it…
Ok, this makes me happy. The roughness map is looking exactly how it looked in Substance Painter inside of Unreal. I was thinking I may need to adjust the levels in Photoshop, but it seems I need to figure out how to display the map inside Toolbag if I will use that for my renders. But I will probably just do them here in…
Thanks guys! @moleman: I think that's just the environment I put it in. In the texture it's completely desaturated. In my next shot I'll try out some other environments. @Shrike: Thanks for the crit. At this point I think it's a bit too late to return to the old fuller, however I will try to reduce the noisyness on the…
Hey guys, excited to join this challenge for this month! Finally getting some spare time from teaching Pretty happy with my breakdown and blockout; although as others have said the perspective is severely warped. As such I'm not going to focus too much on the horizon for now, and instead focus on environment pieces. I am…
Currently some of this is possible but not all. Normal maps applied to the high poly source mesh do not bake down to the low, but that's on our todo list, as well as a number of new baking outputs. Do bake a mesh with materials, load the source mesh into the high poly slot, and set up the material for the high poly in…