I can bake an AO map just fine normaly, the problem is with the stock settings it just comes out as pure black because no rays are cast to the inside of a water tight object. I think Max is using a completely different method of AO than Maya and Xnormal which allows for it to generate AO on a water tight inverted object. I…
Am trying to bake the diffuse of my high poly object with xnormal and all I get is red... the lowpoly mesh is wrapped to the highpoly mesh perfectly. can't seem to understand the problem.
Tiny update. Still making progress on the cards, but in the meanwhile that fur breakdown thread got me having silly ideas. Many unknowns, I'll only be sure it works when I get it into an engine, but I'm wondering about what vertex color is normally used for in creatures and clothing, because I got some interesting and easy…
Popeye9 but it's working only for zbrush, while I'm baking in xnormal. I dont want to render normal, AO, cavity etc in Zbrush. bugo: I use ZBrush plane for this. As always for the tileable textures. I don't heard about Wrap mode in ZBrush. Maybe it's time to check this out? First I make the tile in PS, then I applied it do…
Damn you Rhinokey, you keep showing me my mistakes :) Took your advice and fixed the body, things are looking much better now. I can't wait to work on the shoes, I need to practice making a good sneaker. Do you think I should rough in a shoe and then zbrush in the details? Or should I try to make a high poly sneaker and…
I know the solution of the problem, but I would like to know why it's happening so I can avoid it in the future. SOLUTION in clear text if anyone else has this problem, Convert to editable poly So when I baked my maps on Xnormal I noticed my normal map looked weird. But I have seen people say that normal maps should never…
Hello everybody :D After watching some 3d motive tutorials(that briefcase one and the one about trips and tricks for normals maps)it made me wonder if Maya was capable of similar. Of course you can bake normal maps inside Maya and stuff like that, but while i was working on a little project myself I was kinda stuck. I was…
Are you not allowed to include both a triangulated model with a synced normal map and a quad version? I'm guessing they aren't expecting baked normals from a high poly and thinking you'll just use Substance painter or something to generate a normal map without one.
At a guess, I would suspect that the key to this method is preserving the normals of the "half-mesh", as if they were part of the whole mesh. If you just delete the half the normals on the edges are bound to change, no?
Materials So I have set up a few master materials I can use throughout the level. I'm thinking about changing them to material functions but I don't know how to correctly make them right now. I have master materials for World Offset, Vertex Paint and a regular one that I can use on unique assets. I also have some generic…