I second this. I had trouble with baking until I got Toolbag 3. It just makes it stupid simple. Fast iterations and live visual feedback means all the stuff that seemed really complex when you read about it becomes quite simple to understand. These days, trouble shooting a bad bake is not a big thing at all anymore,…
I'm working on a "remaster" of an old-school dungeon crawler called "Dragon Bane 2" as a personal/indie project. It's a dungeon crawler, with 3D grid-based movement and 2D turn-based party combat and inventory systems. The project needs a 2D freelance artist willing to work against a backlog of tickets to polish and extend…
Hey guys i am currently working on a Art test for a Prop and i am having this weird texel density issue. It's quite a small prop compared to a Human scale. It's 30CM tall and 25 CM Width and Depth. I was told to use Maya 2019 and Painter 2019 and one 1024 Map. The asset seems to require atleast 20 - 30 Pixels per unit for…
Ok an N-pole shading error - (a vertex where 5 or more edges meet) which forces Blender to average face normals across different angles, causing dark spots or "pinching" artifacts when using smooth shading. And here's a few options that may resolve the problem 1. To fix the Normals and Smoothing often, shading artifacts…
Hi all, long time lurker. I looked around and found some examples of someone attempting this in Blender (in like 2007) but no recent examples. Here's where I'm at: I wanted to see if it would be possible to quickly bake something very complex (like FiberMesh fur/hair, for example) to a fur shell. The idea would be that…
Since your input is very helpful I guess I could share some info about the bigger picture. I'm making a modular environment for a game and even though the final result will be just a video demo of the gameplay, as a practice for me, I'm trying to keep the materials of the scene as low as possible. I used 2 tileables and 2…
Yeah, making these accessories was a real pain. I had to model them on top of the horse so any sort of beveling would be a nightmare unlike how I wanted to initially model them. That was to model the pieces and then try bending them to the horse, but that didn't work. I just needed the best of both worlds. Thanks though…
Hi everyone, I've encountered a problem where scenes with lightmaps are baked on one machine, committed to a git repo, and then built on another, the static geometry "breaks". I'm assuming it has to with the re-built static vertex list either not being transferred or being recalculated somehow. Either way the bug has been…
Place the low poly elements and their corresponding high poly elements next to each other, but away from other parts of the mesh. IE, the grate from the high and the plane from the low poly should be moved up a bit and away from the 'base'. The two cylinders can be moved out of the groove. You want the exploded elements to…