This is really stupid question, but is baking normals necessary for all assets in games? To bake, for example handrails and such would be a very time consuming. I have seen a lot of tangent basis discrepancy in triple-A games and some of them don't even bother with baking for other than weapons and key NPCs and maybe some…
Hey friends, here's my newest project. Based on the concept by Mateusz Mizak. Current block out Ref I'm going for the bakery version in the second image. Lots of great direction being provided by the people in the Greentooth Slack chat :)
An absolute monster of an off-road rally high performance twincharged all wheel drive masterpiece fabricated by one of Italy's iconic marques, leaving an indelible impression on those who had witnessed it's racing prowess whilst piloted by equally incredible drivers, way back in the day. Was really supposed to be just a…
I strongly recommend Bakery asset to anyone being serious at baking for the time being. All Unity stuff is still wip. Like releasing a year ago a lightmapper cpu based and no denoising. Please... Unity is surely filling the gap with UE on the graphics side, but there's still work to do.
One pixel on baler is much bigger than one pixel on the tires. The pieces inside the UV map are scaled differently. So that things like the tires are taking up more space then the large baler in the middle. The tread around the tire takes almost as much space as half the baler lid on the UV map. When the tires on the model…
Hi everyone! This was a piece based on an illustration by Shark.heads (check her on Instagram!) You can watch the making of the piece here on youtube! I really liked the concept of a cardboard box being turned into a bakery. Visually It was quite different from what I'm used to making so it was fun trying new things.
Hi everyone, I wanted to introduce myself and also share a project I’m currently working on. I’m Dan , a self-taught hard surface 3D artist, and over time I’ve mainly focused on modeling props for games. Most of my experience comes from the more traditional low poly / high poly / bake workflow, especially for smaller…
Jeremiah, You beat me to it! I've been working on a mass baker script for inside Max. Calling it the Bakery. Will auto align and back named pairs of models. Just working out how to check for a completed bake in order to trigger the next. Well done. Looking forward to it. Cheers~
There's at least three separate types of baking artifacts present in each of the examples above: * Pixelation / jagged aliasing in the normal textures. * Bright highlights around UV seams and hard edges. * Dark shadows around the inner and outer edges of shapes. * Wavy edges around around the outsides of the cylinders.…