Yes, of course. I was going to give you a way to do it from Max but I wasn't sure if you were using it. One easy way is to add a vertex paint mod to your highpoly and using the vertex paint bucket fill each element with a different colour. Then export your highpoly as an .sbm(check the Export Normals and the Export Vertex…
Hi, I recently tried to bake a normalmap based on a "Highpoly" which is actually the same mesh but with Rounded Edge materials. I created the sample mesh with MOP Booleans by W. Vaughan (http://pushingpoints.com/v2/the-pushing-points-mop-booleans-kit-for-modo/). Instead of fixing all the Ngons with nice loops etc. to get a…
This still looks like a Low Poly asset. Focus first with your HighPoly phase. Increase bevels. focus on bigshapes, proportions. You can also upload your highpoly screenshots. shader only or with topology.. so we can also see what to improve. Also make sure to get enough references. Goodluck. !
I have a problem with a rather ugly seam on my normal map, I am using 3ds max, mudbox and xnormal. entire mesh has 1 smoothing group with the exception of the bottom of the hooves Someone said I should use a cage in xnormal to get rid of the artifacts? how? workflow 1 ) made the low poly in 3ds max (editable poly) 2 )…
Hi there, Kinda stuck here. Basically what I need is a flat color map to use in Ddo and I'm trying to achieve this using 3dsmax and xNormal. I have a highpoly model of a car in Max with various multicolored materials (multi-sub-object) assigned to the various parts (glass, chrome, paint, etc). I also have the low-poly…
I can not bake an Object Space/World Space Normal map without using a projection modifier and a (highpoly) reference (It defaults to a tangent based NM). Tangent based maps can be baked without a projection. There are two reasons why I want to generate an object space Normal map without a projection modifier: [1] Use the…
ChristheLancer97 so while i can bake normalmaps for the xgen hair i found those maps to be highly lacking or not look nice as they kinda are the same as the mesh underneath just slightly off. instead what i wanted is for them to be slightly randomized. this is where the convert to geometry with UV comes into play.…
Really like your meshes , especially the weapons, sniper and pistol are great Your pistol ingame screens have a lot of aliasing tho Also you could really do more with your presentation , atleast with your backgrounds and watermark, your lighting in enging is really good. The far cry logo is really distracting and has…
Hello everyone. Few days ago, I opened this thread https://polycount.com/discussion/comment/2734111#Comment_2734111 concerning the basic pipeline to follow when you want to make a game asset. I've received the answers I needed to start a project and try to follow the "checklist" of the 3D Game Artist. BUT of course I'm a…
Yes my bad, I used the wrong english word there, not native Floating geo that is a good point, although I can paint the skew in marmoset. A highpoly with lines and such on it would compare much better also, I should definitely try that. I was to foccused on if it could even work at all due to the tangent space mismatch How…