I had the same problem with my bakes when I was first learning normal mapping and such. I was using the low poly version of the model to bake onto, which was bad. Each edge in a normal bake starts a gradient, and ends when it meets the next edge. To solve this, duplicate the low poly and sub divide it. Use the sub divided…
After looking at several difference reference pictures I knew that the main part of the payphone where the phone is would be separate pieces. I tried to make sure that each piece had a decent chamfer that way when I do my projections I will get the most out of my high-poly. My finished blocking with locking loops applied…
Hey there! Here are my 2 cents: Snuffleatron: - there is no material defintion at all (metal needs a lot of contrast in the spec map) - overall presentation is a bit weird to be honest. An elephant-street-clean-thing on a street-turntable in space? ^^ tank: - same thing with the material definition, play around with it,…
@Drawmaevedraw , Cheers, glad to hear it! The studies while good in helping me improve; I have been using them as a excuse not to tackle doing original work. I have lots of ideas but I don't know how to just make it all come together. So I inch my way with small, sometimes mundane concepts. Like this *RADICAL* eXtreme…
After some thinking it over I went ahead and made a higher poly version where I can just apply a few materials to the geometry for the car body rather than texturing it. I tried to work with the old normal map but I just couldn't get that stepped gradient to go away. I'll be saving a lot of texture space now, so my 2048…
First off, the good news is that it is definitely possible. A couple things you might want to do : - Use TIFF - In Xnormal make sure that the whole range is covered in the "post bake" displacement dialog (no red/blue clipping), and maximize your values so that your min/max are simple integers. - Back in mudbox you'll then…
Not so much a bug or problem, but seems no one point that before. Everytime NDO launches it applies default performance settings in "Memory Usage" section. I know it maybe have a point to have additional memory for SUITE to work better and more stable. But when I work with huge PSD I quickly run out of free memory and all…
It makes a lot of sense that Adesk have chosen aistandard and Max's physical material as a framework. Incidentally MtoA 3.2 and core 5.3 just released featuring: New menu Export Selection to MaterialX allows exporting the selected shading trees to a materialx document. It's also possible to append several looks to a single…
You have some pretty solid looking sculpts. But as someone mentioned, you need to finish your work. Just start with one...I would choose the archer. Make a low poly model of her, texture her well, render her in an engine or mental ray. Just make the final renders look great and present your images well. When you apply,…
If you have to use Bones, just make sure you reset scales and stretch of the bones before any rigging is applied. Bones' scales get reversed if you've mirrored the skeleton. When you apply old animation to new skeleton use the merge animation dialogue. If you named the bones similarly you'll know which bone's key goes to…