Very simple, just maps out of Substance Painter plugged into their appropriate slots. I've tried with no maps except just the normal as well-- the same issue is present. (The first post actually has images with just the normal applied) I'm starting to assume it's something due to how the renderer traces rays from surfaces…
I just restarted maya, and now, its showing me a distorted image of my JPG reference thatI inserted as a plane in my scene... i really have no clue of whats going on... I started a new scene and exported the geometry i wanted to color vertex, the material with the JPG reference isn't even in the scene and it still gives me…
Again Naima - just take the time to build a custom cage manually in maya or max or whatever you use. It takes about two minutes - just inflate the whole thing using the push modifier then touch up the tight areas. And make sure that the vertex order between your original low and the cage version is the same before export…
Thanks @Blond ! @deanimation For his bat I used a few different techniques. It starts with just a scale of the base model, then I swap out the model for a custom one I made just for the smear. Then I alternate between hiding/showing 1, 2, or 3 at a time. As it spins faster there are a few frames where I animate the…
Is for a university project and will be put into the unreal engine at the moment, its just the quality of an in game model rather than specifically being for any game but it will run nicely in the unreal enginge hopefuully :D thanks for the feedback guys im sorting out the optimisation now and its goingdown in tris slowly…
Thanks carl, yea I agree with you some of the stuff looks a little clean. my process tends to revolve around getting a clean pass done first and then going in and adding all the dirt and wear etc. this will be done in the textures of the unique assets and for the more repetative stuff (crates and barrels) i will use vertex…
@luge - Thanks! Yeah, I definitely need to mess the floor up, and get some dirt vertex painted in there too. :) @Fenyce - Cheers! There's a bit of a mix going on. Some are sculpted/highpoly'd in zBrush/Maya and then baked out and painted over in the diffuse. Other ones, which are smaller and less important, are just…
That was a pretty weird and an "old-fashioned"-looking workflow to me, because you didn't create a high poly to bake normals, ao, curvature etc. to your low poly. That's why the vertex normal shading is a bit blocky and some hard edges are... hard... when it could've had high quality baked normals from HP to to compensate…
Blendshapes in a game typically re-use the vertex normals from the base mesh. So you would bake the maps using the start blendshape as your lowpoly target. And just sculpt whatever offsets you want... forehead wrinkles, frown creases, etc. At least that's how I'd approach it. I've done some game morphing but not exactly…
So I guess this exports high-resolution trees for rendering. But not low-resolution trees for in-game use? That's the market for the majority of artists on this forum, creating assets for real-time games. The screenshots are small and far away, so it's impossible to judge the tree detail level. How well do the branches…