You could get a similar effect (baking the normals without any artifacts caused by intersections with other high-poly parts of the model) by exploding your low-poly and high-poly models. Depending on how you did the sculpt there are a couple of ways to do it. If you worked exclusively with multiresolution subdivision in…
Hey guys, I thought it might be a nice idea if we had a base-model thread going. Any ops willing to make this sticky so we can have it up top for easy reference/download? So, post your base-models !? Dang, forgot my own base model! here is a basis for a p-51 mustang. http://www.exisinteractive.com/v_mustang.rar
I hate Substance Painter . Need to paint seamlessly across multiple unique and tillable materials having different from factor . Like a tilable asphalt 2kx2k , a few narrow stripes 64x2k painted lines, and roadside edges both V tilable following the base mesh flow and a local unique cut in a complex crossroad . Plus a…
Just so you know up front: This Is A Job Posting In The United States (Florida, or New Jersey - Other States also Acceptable) _____________________________ A little background: Xyla Studios LLC. is a small off-shoot project from the same people behind Motion9Studios LLC. and our many iPhone Games (some silly, yes, but…
Here's a text based tutorial: Box > Turbosmooth > Sphereify. It helps to unwrap the box before applying TS and Sphereify, more about that here: http://www.polycount.com/forum/showpost.php?p=1312335&postcount=16 Also: http://www.polycount.com/forum/showthread.php?p=810733 Also you can also skip the turbosmooth step and just…
Yeah its really highly specific to how your engine/shaders are set up. Do some assets use a simple cube map, but no gloss or gloss-blurring of the cube map? In that case you may want a texture to control where that cubemap is applied, and really only apply it to very glossy/reflective materials. Do you have a standard…
Games are getting more and more eye-candy nowadays. General picture holds pretty well usually, it's little details (sharp edge or blurry texture here, lack of contact shadow or proper antialiasing there) that give it away. What game engines usually lack is soft area shadows, accurate GI & ambient occlusion (that is not…
Hi! Baking can be pretty tricky to wrap your head around, but rest assured it's a logical process you can break down to get right every time. There's a healthy number of stickied threads to help you with many questions you may have now and down the line: 1 2 3 4 There is also the wiki :) To answer specifics. 1) No, a high…
@jdellinger98 Glad you're making progress! There's a number of ways to approach the texture baking on this. Again it's a case of what makes sense for the project. How you set this up is something you'll have to determine based on your software pipeline and how you want to texture it. There's been a lot of good advice in…
There is already quite a large thread on the beta release of this. https://polycount.com/discussion/164957/pixaflux-pbr-texture-composer-open-beta-testing A lot of the node based things that mimics curves behavior in Maya or Max are very helpful for custom insets and design work. I've done some engraving in it for pieces…