It doesn't even give me the option for it. But I need envelope/cage that I made in Maya (From the transfer maps menu) for baking in xnormal with my batch script. I've checked manually in xnormal's viewport, it doesn't include the cage when I export the low poly, and it doesn't read the envelope mesh as a cage when I export…
Hi everyone, I'm quite new to NDO, I can't find the correct workflow for a simple problem, here it is. While doing a personal library of normal map details/decals to add on more complicated baked normal maps, I baked a hipoly bolt to a simple lowpoly plane using xNormal. I got a simple good tangent space normal map that…
I needed to practice my modeling skills, so decided to make a weapon mod for Fallout 4. I'm working completely without a concept, for various reasons. Making up the design as I go along. The idea is basically a very large rocket-powered sword. Something so big and badass it couldn't realistically be used by anyone without…
Hello everyone, hope my question finds you well:) I'm new to 3d and this is my first try through full game pipeline. Highpoly in 3d coat, lowpoly in Maya, then baking and texturing in Substance. Everything went suspiciously easy till I bring it into Marmoset for a final touches😀 Substance - NICE Marmoset - OH WAIT All was…
Hey everyone. Here is my finished cauldron prop. I tried to create this thing as quick as I could but it ended up taking me much longer than expected. I think there are a few things I could improve on with this thing, but I'm calling it done for now. I used blender to model the high poly, zbrush to detail sculpt, blender…
You can always learn something about how to properly build a lowpoly. And with 'edge flow' I mean every triangle edge. Just last year I had some fun time going through the edge flow of breath-of-the-wild-links fingers. There are just so many ways you can do it wrong with a plain "nude" figure. Not to mention more complex…
Nice touch with the butterfly, water and floating rock to make the scene come alive trough movement. Maybe you could apply the same approach to leaves and grass as well and give them some slight movement in the wind :) Also a note on the foliage: if your intention is real-time/ game use, you'd like want to bake down leaves…
The guys above me have the right idea here, there are details here that should be left for the normal map, but I would be careful with over optimisation, instead look to place geometry where it will have the most impact. There are very obviously 6 sided cylinders and extremely blocky looking wires hanging in the lowpoly.…
I´m not a maya user but this is the way i would do it in softimage... 1. Create a particle System for the main fire (ignore the small sparks first). Set up something like a vortex and let the particles die randomly after a specific time. 2. Create a blobmesh/particle mesh out of it which will look really ugly :D . 3. Use…
mm mnot sure I understand your sugestions ... I have collapsed all I have stretched the uvmap in 3dsmax to stay inside the even sided square .. while it actually is perfectly cheker aligned when it covers two squares in horizontal lenght .. when in xnormal I create then the map stretched as is needed ... The problem is…