@dirtspacer Hi! Congratulations on finishing the shrine. My main critique would be that the shading looks a bit wrong, for example corners lack definition and flat areas have shading gradients. Checking the textures, it looks like you used an tangent-space normal map for the overgrowth and some other type normal map for…
Hey Gumbata. Answering your questions: 1. I believe, and haven't tested, that going SBM allows XNormal to do the Ray Distance calculation mentioned in step 7 which is very important. I don't know if XNormal can do that with the other file formats. Since SBM is specific to XNormal. 2. My viewport is using DirectX with…
I know thats why i you should go over to meshlab change the polygon count to around 30-200. Works very good in CryEngine 3 (and thats just over 50 polygons, with UV mapping and custom material, i also rendered out the normal map in Xnormal). You need to keep your mesh as one HighPoly and one Lowpoly to get the best normal…
I tried a test run making normals on xNormals and didn't get good results :l. The objects uvs are part of a larger gun it just was hidden, the tutorial i was following told me to bake each object separately>.>. I believe I've packed the entire uv map fairly well ill post a picture tomorrow if anyone wants to check it, i…
Guys, Still kind of new to baking maps etc. Wondered if anyone can look at normal map and give me some tips as to what might be causing poor quality. I have separated out all elements of model so nothing so there is nothing close to each when capturing hp detail on lp meshes. The uv's have plenty of room and are not too…
To build the lo-poly mesh you wouldn't have to re-topo in ZBrush but that is one method you can take to building your lo-poly mesh. Also the process of doing organic stuff is pretty much the same as doing hard surface/mechanical when it comes do building a lo-poly and baking. My process for characters is that once I have…
Hi, I'd say the most common process is slightly different, but it can vary depending on the final product you need to obtain. In general I walk through the following steps: For organic/character modeling: 1. Create a fairly simple, sculpt friendly, base mesh in 3ds Max -> evenly dense mesh with mostly quads. It should be…
Hey everyone thank you so much for the replys. I had to get my two lower res LODs "finished" for class this morning so unfortunately they are a bit rushed. Ruz I did give xnormal a try after you mentioned it, it realy is a pretty awesome program. But I kept getting werid seams in the normal map (pic below) I dont know if I…
so i wanted to bake my mapes like normals, height map. and base diffuse from max or xnormal. i can get the normals and the height map just fine but i cant seem to figure out where to get the polypaint info to come along with the export of the model. can it only be baked out from within zbrush? also thanks in advance and…