@skodone you are right, It shall be done. @Fefs thanks darling! And I think after this pretty girl is done, I'm off to the Guns challenge! There is an even prettier babe to work with over there ;) @pyrsern Damn good work baking the normal and occlusions, All details are there, pretty nice! Did you use a cage for baking and…
Thanks for the feedback! So I've finished the low poly and UVs and have done some bakes. I did my retopo in Topogun and UV's in Maya. For the bakes I used xnormal. At the moment she's just over 15k tris (not including the daggers). I've decided to split up the textures, so there's 1 for the body, 1 for the head & hair and…
Finally got a bit more time, Finished UVing all pieces, re-baked many of the meshs. In particular, I wanted to get more normal information in the ship mesh so I textured it in and through a workaround with xnormal managed to generate a working curveature map out of this. I am unsure how to proceed with texturing the floor,…
You need a synched baker to your renderer as well, so all that talk of 'what is better for me' is all for naught if nothing uses the same math as the other. Many peeps are moving to XNormal for baking since it's faster and the math for the Normals is open, unlike some other software. But again, since nothing is synched,…
Thanks for your commets lotet :) I made this picture some time ago to post on other forums where sombody asked me the same question, I hope that it be useful for you. In some cases (for example the fish) I also project a normal map on XNormal and apply it to the model in a scene with a simple light setup to bake a complete…
thx You were right, i think this look much better: @ Ged Yes, in xnormal you have to select the base texture to bake at the right of your imported high mesh and then you have to select bake base texture to low poly in the normal map tab. You can use the lowest Sdiv as the low poly, i made a optimzed low poly from the…
Simply Excellent Rasmus. Very inspiring work and I appreciate the tips your giving out. Send more TIPS!! MORE TIPS!! Edit: What method did you use to bake the normals from the tiled cobble brick image you have posted. Was it the Max RTT method, XNormal or another method? I'm betting the RTT method. Also did you make the…
Hey 3Drobbo, I've worked on AAA titles and very few of them have full body normal mapped cars and my personal opinion is that normal mapping a whole car is a waste of time, how ever it really depends on the polycount. The current industry trend for this generation is a minimum of 16,000 polys for the exterior (including a…
I am trying to do a sort of grand comeback to Photoshop. Blowing dust off my sub I am still paying because of old habit. Chat GPT script writing + Photoshop event listener made it super capable again. Chat made me super helpful one click "crop from master file and export material channels from layercomps " script working…
Face-Weighted Normal Modelling Workflow for Large-Scale Environment Props Hi again. I'm going to use the jet engine that appears in my finished scene to give a run-through of the Face Weighted Normal method (FWN from here onward) used to model the large props. To see the FWN workflow in practice, check out Star…