My workflow on this project: -Creat High Poly base in max, use to test materials in marmoset -Finish high poly in zbrush -Perfect tiling materials, correct values, tile perfectly, all done with textures -> no adjustments inside Marmoset -Create Low Poly, test bake from HP in xnormal -Assign a colour to each part of the…
Speaking of those nanite meshes. Do people really make them for games now ? I mean like straight from zbrush sculpt slightly decimated? No normal maps? I never worked for Unreal so I am curious ? Been under impression the whole nanite thing is a sort of engine showcase rather than real in-game thing. When I model something…
Hi, I've been attempting to make a my first character that is rigged with normal maps; however, I have encountered a few problems, for instance: How do I resolve baking errors that occur around seams/creases like above? Thanks, Robota
Ok I am making a factory scene for a uni project. Here's what I have so far: and this is what Im going for: 1. Im assuming this has to be modular? I've started laying out the modular pieces but I have several questions regarding a modular workflow. 2. For the bricks, would I model out each brick and place it on my…
im very lazy about these things, so i would make a parallel fallof map with z-axis as direction, and use the rendered grayscale image for the blue channel. x and y channel can be created, by rearranging the smoothing groups so that you have some sort of segmented optics, now you have 2 normals per vertex and so you have 3…
Anyone have some tips for that issue I am having, a few posts up with the door screenshots. I think at this point I looked everywhere. But just don't know what is going wrong. Also tried word/object tangent space. new model exports, new normalmap renders.. just can't find what I am doing wrong. Might try to do the normals…
Thanks for that Ausernottaken, good crits. I've added your suggestions, what do you think? (Crazybump didn't have photo to cavity, so I went photo to normal > xnormal normal to cavity, I assume that's what you meant?) I'm still undecided on black or chrome barrel, so here's both: And comparison with background on: Black…
Hey guys I'm having some normal trouble(im still really new to this stuff) I'm baking my maps in xnormal at 1024X1024, when I apply the maps to the mesh some weird things happen. lines that should be shadows are coming up as highlights and I'm also getting some odd pixelation around the crevices(see images). I could really…
I'll make new tests then. Before i tried same method with xnormal but couldn't get proper curvature maps. Only modo's renderer was giving me 'almost' correct ones but still need to make a little bit adjustments on levels. Is it possible to convert object space normal map to curvature in quixel as we do for tangent space…
One of the things you can do to help sharpen up those textures is to run your diffuse through a normal generator like the xnormal filters in photoshop. Then take that normal and run it through again to get a cavity map. And set that cavity map to an overlay. Or maybe an unsharp mask. I did a little animated GIF for a…