Oh yeah i get the theory, i've rebaked normals for LOD's and created new dif/spec maps by manually transferring layers from my psd's but i've never tried the transfer maps route. I was just wondering if the baked normal from the highpoly and the transfer maps bakes from the LOD0 would have any slight mismatching? In my…
Uhh, think about it, it's a height map, it's meant to look like that! You're rendering a projection of a highpoly mesh onto a low poly mesh. The aim of the height map is to store the difference in "height" between the surfaces. Obviously since your lowpoly surface come closer to the highpoly at various parts (especially…
Cool concepts! I couldn't resist to start the ruins one. How far will I get? :tongue: Just simple modeling, controlling shading via hard edges, don't intend to do any highpoly/ sculpting. Rendering in Unity engine, baked lighting with Bakery. Next, I would apply surfacing, probably using a hand-painted trim atlas. Final…
So I just tried this and it didn't work. Here are my steps. Assign the different colors to each material I want on my highpoly. I am using dDo's swatches for this. Export out FBX of highpoly, lowpoly, and cage. Load them all into xnormal. Uncheck box that says ignore per-vertex color. Check Bake highpoly's vertex colors.…
Don't worry, I'm always happy to help! A highpoly is pretty much any mesh with too many polygons to be usable in a game, which is pretty much anything you do on ZBrush. You can just start extracting stuff from a mesh or add polymeshes on ZBrush and that's a high poly. A lowpoly is usually obtained from the retopology you…
Just finished the highpoly model after sitting on this model/scan for over a year. Figured it would be a great way to start experimenting with UE5 and Nanite, and seeing if I can texture a high poly model and have that bake down to the lowpoly, kinda do 2 work flows at once and compare. Highpoly is mostly done, need to…
hi there. about the uv map problem.. I'm not sure how it works in maya but if you merge the lowpoly together you can unwrap it onto one map. Maybe you can select all objects and unwrap then. In max this would work. The most basic info is: you have your uv / texture space and the unwrap of every single object may not be…
Yep I think this is a great design for highpoly practice, there are a lot of techniques that can be put to good use in creating this. Personally I would leave the lowpoly and baking to a separate challenge, or extend the time for this one (double it). I think the highpoly for this is a good step up from the scope we just…
Hi there! I have a question i have had in my head for a long time, as a hobbyist environment artist i just involved myself into a project as a vegetation designer. The question is texturing vegetation... Does the current industry lean towards hand created textures, or is photosource used when possible? To avoid confusion,…
Hi! Marmoset 3.07, Steam. Reimporting fbx lowpoly with same groups seems done successfully but selecting baker folder then leads to crash. A couple of details: I import lowpoly in automatic way to auto hook up all groups from lowpoly and then import my highpoly meshes as multiple obj files and assign them manually. This…