Hey, Ski! There's a lot of variables to getting the masks to come out consistently if you're using another tool to bake your maps. Did you allow xNormal to bake your cavity map? 3DO expects a curvature map, which is a bit different than the input you provided - but it will create one for you. If you're using a high-to-low…
Thanks! The barrels don't have normals on em yet. Since the barrel normals were giving me some issues to get looking right I ended up beveling some geo to test it to see if that does the trick. But since you noticed it, I'll be going in and adding the normals to it now. Thank you! I really appreciate the feedback. I am…
I used face-weighted normals recently for a public sample asset. Might be informative for you: https://github.com/KhronosGroup/glTF-Sample-Assets/blob/451f96783f5a4b32895616f2f5f98e12d877be9f/Models/SunglassesKhronos/README.body.md#modeling-with-face-weighted-normals Left to right in the image above: * Simple geometry with…
Hi guys ! My name is Marwan and I'm a student in a french school. I'm learning 3d since the start of the school year (end September), and I really love this so much ! This contest was a really good exercice for me, I learned so much things, thanks a lot :) I wanted to give my scene some "global dirt" to let think that a…
So I'm really happy with marmoset, but I'm getting this weird glitch on my mesh. The funny thing is, my mesh looks way better in marmoset then in max or xnormal. But in xnormal and max I am not getting this weird glitch. Could it be a graphics card problem? I'm using an ATI Radeon HD 4850. I've been racking my brain around…
Hey guys! First post on polycount! I Wanted to share this piece, I hope you like it! Introduction I love games like Dead Island or Requisition VR. For this portfolio piece I wanted to get inspired by the crafty, impossible yet believable weapon designs of these games. What better than C4 attached to something like a…
Yeah, you unwrap and layout your UV shells once the low-poly mesh has been created. To do this, I typically begin with the high-poly mesh and start removing the support edges, removing unseen or unnecessary faces and edges and simplifying the mesh as much as possible while retaining the overall forms and silhouette. Again,…
here's how it works atm. It works witha system where you create a material layer (from which you can create material layer instances), a material layer blend, and then a master material. The 3 work together to create the above. I only have 1 material layer and it looks like this. Also Since I've learnt about the reroute…
I think I've finished the modeling and did an initial normal/occlusion bake from xnormal. I'll create more normal detail using crazybump for stamped text, screws etc etc. I just threw on a metal like texture so I could see how the normals looked without just a gray color. The model weighs in at 1900 verts. I'm sure there's…
Cleaned up lowpoly topology, loosened up hp which improved the look of the normal map at some areas but I don't think that's what causing the artifacts. Tried baking normal map in xNormal with same result. Decreased mesh size in marmoset to match ref human scale, no good. Updated graphic drivers, nothing. Maybe there's not…