Find yourself asking that age old question: 'Why aren't my normals displaying correctly?' Spent some time today working through Marmoset 3, Substance 2.5 and Unreal 4 seeing whats different between each program when it comes to displaying normals baked in 3dsmax. I've collated some information and images below for the…
So I've read a thread by visoutre about all kinds of problems with baking normal maps in xNormal which was posted a few years ago, but the solutions given there weren't that much of a help to me, so I assume that I am doing wrong something else. I fastly modeled a cave like thing in ZBrush and exported the High and the Low…
I'm currently working on a game that requires multiple walk cycles and combat animations to be made. And although I do technically know how to animate and export everything I need I want to ask a couple of questions before I end up in a deadend. I'm using 3DSMax with a custom rig that does exactly what I want it to do, but…
I am planning on making an FPS. For this i need to make some guns and such. However i have a problem. First i need to explain how my fps arms and weapons are set up. First i make some arms, then i rig those along with a 'weapon' bone. Then this is exported to UE4 and used as a skeleton. Then each weapon adds extra bones…
Hello, i have a 3D scan, i have done automatic zremesh in Zbrush and automatic UVs via UV master (but i have done also manual uvs in max with the same result). Than i subdivided the mesh a lot and done projection of the detail from the original scan hi poly 3D mesh into my low poly mesh, created normal maps in tangent…
Right, but that's largely irrelevant though ... Once the OBJ/mesh is imported, one has to work with it :D Shaving off about 2 seconds of export time is not what's going to help with retopo.
Hi! Did you triangulate the mesh on export? That would be a way to make sure its shading is consistent between applications. Also ensure the Normalmap handedness (y/green-channel direction) is consistent between baking and texturing project. Happy to take a look if you share files (zip + attach).
yeah expert is killer, if you have a competent team anything less than expert is too easy, but even slight mistakes in expert can really fuck you...... either way expert is some great, intense fun
Edit: I realize that I may have posted this in the wrong forum section - if a moderator sees this I believe it should be moved to 3D art showcase and critiques Hey guys, I am new here to polycount. I was wondering if I could get some critiques on some scifi textures that I have made using Fusion 360 and Substance Painter.…
Only thing i can think of that usually happens is, group splitting any part of the mesh, you can ONLY subdivide if i remember correctly doing nearly anything else (if i was doing this i wouldn't do anything else if i needed just 'volume' added) will break u.v.'s edit, yes you can NOT click zremesh if you did and expect the…