I'm really stumped on why I'm getting these errors in Xnormal. I've made the low poly and cage in modo, I made the cage mesh just by duplicating the low poly and pushing out the polygons a bit. I exported the meshes from modo as fbx. cage mesh: Xnormal result:
Hi, so i'm modeling an AK 47 with some african style decorations. it should look like these beads this man is wearing Obviously it's holding a lot of polygons, so how should i optimize it so i can unwrap it and bake it without losing the effect of the beads?
Hey guys, whenever I try to convert a paint FX stroke to polygons, the leaf planes stay okay, but the tree bark becomes flattened and orients itself to the camera. It's weird. I just want the tree bark to be a tree bark which is cylindrical! Any ideas? Thanks!
I always wondered how to make LODs withouth influencing the uvwmap.. Each time you delete a polygon and weld the vertices the uvwmap doesnt follow it leaving a open gap in the uvwmap and a seam on the mesh.. Just wondering is there anyway to do this withouth having to manually edit the uvw after your done?
Object 1 - Plant The aim of this project is to make things fast and as optimized as possible, whilst still looking good. I have written how long each step took. My reference pictures Model - 50 mins Low poly tris: 527 UVing - 27 min I've got no packing addon so getting it just right was long :( . Texturing (substance…
I kind of get what you are aying Blaizer, maybe this workflow is similar to what you mentioned I have thought of adding trims at the end , but worry about not being able to go back and edit the base https://www.ebalstudios.com/blog/modeling-cars-polygons
Probably the best thing for a beginner is to stick with Blender for now and pick up Maya a little bit later. If you're a student be sure to take advantage of the student licenses for Autodesk's programs. It's good to pick up a 2d program like Krita or Photoshop as well to do textures and sketches. If you're serious about…
Hello!.
Who knows what kind of artifact on the Curvature map and Object narmal? There
are no such problems on the AO and the Normal. There is only one smoothing group
on the model, I reset the normals, I reset Xform, there are no inverted
polygons, I tried different file formats. What could be the problem?
Hi. It is not clear from this angle but from the bake result, I would say that the polygon causing issue is not planar. First, try to triangulate it from the very top or the opposite way. But the best would be probable to merge the two points and leave a triangle
You can save a lot of polygons on the arch. What is the poly count btw? Also, looking at the stone texture base. That should only be a few polys. The flat surface should just be two right angle triangles. Too many polys.