I am a little late to this thread, so apologies. I am in the middle of reading a book about game textures (pub'd 2011) and in it the author mentions that texturing is different from skinning and that his book doesn't go into applying skins to 3d meshes. So let me ask this: is there any recommend literature or video…
@Vincent074 What is the prop being used for? If a hero asset of some sort definitely model out each board of the box do some highpoly sculpting on it. If it's for a background set piece of such that will not be seen too close not necessary IMO. Make sure to do a good job texturing (add nails, scratches, some edge wear and…
Thanks somedoggy. I modeled in Blender, baked the normals in xNormal, and textured in Quixel, and so far I haven't had any issues, but i have noticed that if I try to render it in blender at a very oblique angle I get some wonkiness. Ultimately I need them to work in Unity though. I think I'll go back and redo it…
It is perfectly fine to use tris for low poly models. In fact every mesh in game engines is triangulated anyway. I don't know about maya but in max there is even an option to show a hidden edge that splits the quad into two triangles. In your case, there is a hidden edge that runs from the lover vertex that I marked "X"…
Can someone illustrate an example of a good reason or result of using a smoothing group in addition to the averaged normal cage in xnormal? I don't quite get that part or why its of value. Is it so large faces are easier to paint on in photoshop or apply details, ie they are more just the normal blue color? I thought…
I think in general this thread should cover all of that stuff: http://www.polycount.com/forum/showthread.php?t=81154 Give that a read and let me know if you still have some specific Q's. Generally as far as tweaking the cage goes I try not to do it, because you need to redo it with revisions, and understanding how your…
yeah, that's the one. But it has some oddities, like models can't be viewed in Xnormal, it's just a black screen. But then it bakes alright even if I can't view it. Still I'd prefer baking in Modo or Substance Designer. Modo produces some unpredictable results, I haven't figured it out yet and Substance Designer has…
Can you post images of your problem? If so, start a new thread and post them there. If not: A bit of stretching is preferable over a million seperate pieces, in my opinion. It depends on what the texture will look like, but since in a lot of cases the texture of a hard-surface model will contain straight lines, I…
Hello, is there another way to get nice shading in your normals without adding extra loops ? In the left i added extra loop to control the shading in my normal map...and the right one is without and you can see what a ugly shading i have, also where i have uv split i have different smth group. Adding on all your models…
Yeah, I know why you'd want to use the smoothing groups option, I just thought you could see if it makes any difference with the edgesplit. You should get the same results while baking with or without the new smoothinggroups option as long as you use a cage. I think you'll need to include the normals for the…