The process is the same whether you're baking low-to-low or high-to-low - substance simply uses the low mesh in place of a high mesh curvature is generated from the normals of the mesh - in Substance's case I believe it renders a world space normal map from the source mesh and derives the curvature from that - this is…
Hi guys. I just started studying Video Game Art production and picked a project that I am trying to create a diorama for. I've done some blockouts for my art-bible and it is essentially a church, which is part of a monastery that was built inside a mountain, so the church is protruding out from the cliff side. I though I…
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passion project for me as a transformers fan So here is my interpretation/reimagining of the classic Deceptions Soundwave. Made in Maya and Render with Arnold Main Renders: Grey Main Shots and Asset Breakdown: Turntables: Main Grey
Hi there! My name is the Creator, I am the project lead at SweetNSoftech for our project PounceAI and we are looking for a team of designers to dedicate their time to creating designs for our project. To be clear any work you create will not be used in ANY AI Data Training. Our GAI System does NOT and will NOT EVER use…
If you are trying to UV the high res for the diffuse you dont need to. Xnormal will bake polypaint to low res uv mapped model. In Xnormal check "Bake highpoly's vertex color" in the baking options. Make sure in the high definition mesh that the "Ignore per-vertex-color" option is unchecked then you will get the poly paint…
Well with this method I don't think that going back to the original subdiv level really matters as the highpoly source is captured and then the lowpoly re-imported. Why are you wanting the lowest subdivision level anyway? You would usually want this to project your normal maps onto but if you are wanting to import a new…