So I baked the normal map in xnormal but quickly found out while messing about in substance painter that I was going to need to re UV my model. It didn't seem too noticable at first, but in painting the falcon, the neck seams really stuck out. After reuving it, putting the seam down the back of the head, I was able to hide…
Spent last day watching videotutorials so now I have a slightly better understanding of things,improved the Yggdrasil placeholder and sculpted the base for the terrain I'll use in worldmachine,is kind of like a "footprint" of the tree,so I will try to push for an effect of the earth torn apart where the roots of the tree…
What I did: I split the uv's for each side of the pillar, and I hardened all uv seams. Then I set the soft normals mode to Angle and Area weighted. This reduces shadowing on the low poly model, and keeps the normal map from having to correct as much. I baked out from xNormal using a projection cage (just a slightly…
I made a high poly and low poly and used Xnormals. I had to bring it into photoshop because there was some strange things happening with my ray trace. so I had to remove some of the extra unwanted normals but, other then that i didn't use photo shop to generate my normals. my first pass of my model looked really dull with…
Im not as expert as Oglu. But from what I can tell, you have geometry that overlap each other? mudbox doesnt like that very much since theres no control cage for baking normals. Is there any reason why you must bake the normals inside mudbox? if not go with Xnormals. If you insist on using Mudbox for baking. You can try…
mudbox doesn't get to some faces,that's true and can't paint very tiny details like in Photoshop even when painting in high resolution.Maybe I am just gonna go back to good old photoshop.Zbrush can't import normal maps and display it on the low poly model.I did all the research on the web,no info saying this can be done.I…
Thanks guy's. About the symmetry thing i didn't thought to much about, special because you almost never see both side in the same position. But about the scare, i can fix it easy.. just move the mapping of the finger to an other finger.. think this will be enough. I just noticed right now about how fat the fingers are and…
ZacD - I'm using xnormal to bake a object space normal, then using handplane to generate a normal map. I'm not using a cage. I am putting hard edges on UV seams. I don't know how I missed those shading errors. Sorry for letting them pass through. I will work on correcting them. Thank you for pointing them out.…
Hi! I'm not sure exactly what your question is, here. All models are ultimately made of triangles (quads are just two triangles, really). But modeling in (mostly) quads will keep your mesh cleaner and more organized and will be really helpful in tons of situations like UV mapping, vertex skinning, etc. You'll probably…
I've used Photopea a few times for stuff at home, and it's surprisingly very very good. It's about 98% feature-parity with PS. No AI features, but just to pick on example, content-aware fill is just as good as Adobe's. And the normal map filter is actually way better. It does lack support for saving higher bit depths, and…