Hey! Great step to start posting online. It's a really good habit to have since you'll learn to communicate about your work, making nice screenshots (even the WIP ones!) and getting feedback :+1: This is a great start so far! Right now it could really help to flesh out your meshes and blockout so you can see how the scene…
Tried baking all in Modo. Can't really figure out how to make the renderer take in consideration morph map. I use morph maps to explode geometry. Renders come out as if morph map wasn't activated (you can see itersections in the bake). Any idea what may be wrong ?
delete a subtool has no undo for instance, splitting meshes by groups etc a few actions warn you "this can not be undone" the biggest strengths of zbrush are also the core issues in many cases it is a 2.5 illustration tool, that allows you to manipulate the brushes/tools (hence the name), which was considered so powerful…
These are good questions to ask. Don't know what the original questions were. Normal map baking depends on the asset. "Hero" assets often get a unique bake, while set-decoration assets can share pre-baked "trim" textures. Quads are only useful during authoring. Ultimately all game models are rendered as triangles. For…
Your normals look completely broken. They look inverted. Are you displaying this in the same program you are baking in? If not, you need to make sure you normals are the same handedness in your baker and your viewer. Also make sure you triangulate your model if you are exporting to anything, programs auto triangulate polys…
general rule I follow, less is more. Auto UV generation kinda works best with real time lighting, if you are doing full baked environments its a different story. UE4 do thread based storing of lightmaps last I checked so its more prone to baked artifacts in situation where you have two planes side by side with lightmap UV…
Gannon: Its gonna be a very muddy street with waterpuddles, get some nice reflections going. Wil lbe walkways with planks/pieces of metal, etc. Alot of debree, the idea is that this is the lowest level of a huge city, basically industrial storage/shabby offices turned into hobo living space and slum. Pedro: I mostly…
I dont know whether 3DSMax has the same thing, but Maya allows you to upload meshes onto the VGA via a plugin called (IIRC) Alembic, which makes handling highpolys waaaaaayyyy more manageable. You still have to import them the normal way, but then you transfer the load onto the GPU and it gets way smoother. A little…
Hi Marmoset guys. First off thanks for the hard work making great tools and tuts. I have a question about the cavity map in the occlusion slot. Would it be advisable to use in this slot a map generated by xNormal's normal-to-cavity-map tool? Or to stick with a baked cavity map? As far as I understand, a baked cavity map is…
DerekLeBrun - sorry.. you can't export everything to PS.. what you can do however, is create a PS file with layers, etc, and bring that into substance. Then you can make the layers nodes to be used in the graph. Any updates to the PS file will automatically update inside of SD... but this is different than what you wanted…