Maybe try a test bake and see how it looks. For that you need your meshes to have lightmap uvs and you need to set those lights to static. After that just hit build lighting and you should get an idea of what it could look like. By default the lighting quality is set to preview so dont expect it to be amazing. You can find…
this article made me want to download the trial. so i did. I then went thru the whole tutorial thing. thought it was cool. then i did my first agent mission outside of the tutorial. it was called "unathorized military pressence" where I had to find a transport ship and take the dudes on it. I warped to the location, it…
What program are you using? There are scripts to auto-scale UVs to a specific texel target. One thing to do is grab a character from the pipeline and insert it into a 'texel setup' scene. Just have the character and a mockup wall with a brick texture at your 256. You can then import assets into this scene to gauge the…
Here are three new materials I've been working on. All still a work in progress to an extent, I'm happy with where they are at for the moment. The anodized metal I came upon via "happy accident". Is the other metal too clean? Or will the scratches work? I have a gradient map set up with the mask set to zero at the moment…
Max 2012 and 2013 are pretty buggy in that regard, see if you can get access to 2014. Other then that however, Disable/Enable Nitrous and make sure you set the options to the lowest values in the Viewport settings as Mark mentioned. EDIT: Oh, also, make sure you have all fancy options under your VGA card disabled. Stuff…
Hello wonderful Polycount community, I'm thrilled to embark on my journey of learning Substance Designer, and I would love to hear your friendly advice and insights. As a newcomer, I'm seeking guidance on the most effective ways to learn and get started with Substance Designer. I warmly welcome any suggestions or tips on…
Not unless you do some seriously fancy stuff. Bitmap2Material might not be able to give you the results you're after either. I think the best route is to make a base roughness map in Photoshop or B2M (depending on how much you need to select different materials in the texture) and polish it in 3D Coat or Mari as needed. If…
Alright, I managed to get rid of the main artefacts such as the one you see in the 5th screenshot, the asset looks much better already thanks to your advices (I redid the painting process using a new export from max, that solved it). But I still have some imperfections, it almost looks like my maps are not displayed at…
Thanks for the replys everyone My scene is set to default Y-Up The viewcube trick works though it seems to revert back every now and again thanks rube And my camera clipping plane is set high enough but the scene gets zoomed out to the point where I have to select an item in the outliner to zoom into When I delete all my…
This might help http://wiki.polycount.com/wiki/Polygon_Count#Typical_Triangle_Counts As for acceptable maps, if the game has a map editor you can load assets and see how they're set up. Often people write tools to reverse-engineer game assets to export meshes & textures, which can then be loaded in Blender/Max/Maya to…