@iam717 : this is unrelated. @sbstndc : unlike any other type of texture, the colors in a tangent space normal map depend completely on the orientation of the UVs. Make the following test now : take all your UVs, rotate them by any amount of degrees, and bake again. All the colors (except the default blue) will be…
Glynn really put it into prospective, Belias. Racer445 made a huge tutorial in an overall very good qaulity. He shared valuable tips and techniques on current gen weapon modelling and baking..and I some times wonder why its free. Once again Racer, awesome tut! Belias, like everyone is saying here - Start with free…
So basically you're baking from the world onto the plane? If you can, try and set up a render texture or environmentsampler or something to grab the surrounding, and write and use that. I don't know if you could do it many other ways, because otherwise you could end up with your plane over two materials, and it may not…
If you are trying to UV the high res for the diffuse you dont need to. Xnormal will bake polypaint to low res uv mapped model. In Xnormal check "Bake highpoly's vertex color" in the baking options. Make sure in the high definition mesh that the "Ignore per-vertex-color" option is unchecked then you will get the poly paint…
Perhaps some mystical glowy particles could help to make it clearer-- I think as it stands, it's not obvious that that would be the case. I look forward to seeing updates!
You could also do both a macro 0-1 UV'd bake to get an AO, color and normal and then use a couple blended tiling textures on top, blended either via vertex paint or a painted mask map based on the 0-1 UV for example like these big ruins from GoW https://www.artstation.com/artwork/2R36a I do expect that breaking that sort…
if anyone can help it would be greatly appreciated, ive posted on multiple forums and they all give the same answer which doesnt fix the issue. every time i bake a model i always get bad artifacting on the normals. ive never had this issue before but now every model i bake out always has this issue. the issue is that there…
So I've getting my head round designer with help from work mates and various videos and setting up my base material maker! I've got a base set up now that allows me to stick in a heightmap & normal from a bake and does the majority of the work for me, or I can flick a switch and go into pattern mode to make tileables and…
@Nevermore - I agree on the spikes thing. I may have to add a rim-light to them. I just haven't gotten around to it yet. Will be in for the next update though. I tried to address most of the things brought up so far. Edited the lava. Redid the baking on the pillars. Tried to make the lava pillars less repetitive (read:…
I think there are difficulties in each path and neither of them is necessarily more difficult than the other. Once I got a job in animation, I had game studios here and there reaching out to me. The thing is, if you're making game art, you gotta know how to make a sub-d model and then bake those details down to a lower…