Stylized character project. Modeled in Maya, textured in Photoshop, and textured / sculpted in Mudbox. The Shaman is a recluse that wanders the lands and dwells in caves. She spends her days studying hexes and spirits. One fateful night, as she explored an ominous dungeon she had come across, she discovered a dragon’s eye.…
Figured out a pretty painless workflow! First I made a simple 'swatch' in Photoshop. Just a grid of colours that I want to use. Here is an example high poly model: UV map models and faces to different materials on the swatch: Your high poly should look something like this and is ready to 'bake texture' in XNormal!
@Cglewis The lighting is slowly becoming an absolute pain :D I keep tickering with it by either turning it down, turning it up, brighten the colour and darkening the colour. I guess I'll keep pushing at it until it clicks. Maybe doing some photoshop tests or even some variations could help. Thanks for the compliments and…
Hey Midnight, in the swatches folder of the Quixel Suite 2 directory there is an fbx you can import to Modo and color sample from its materials. Alternatively there's a photoshop swatches file. Modo is something we plan for the future of Quixel Colors and will post in the Quixel Tools Group our updates regarding, I hope…
What does the model look like with the normal map applied in your target engine? Also, never blur/smudge/clone out errors of a normal map bake in photoshop. It's better to figure out how to remove those errors from your low-poly-high-poly-baking workflow rather then put a band-aid on it.
I'm back to work on this piece. I finished the bakes so now it's on to the coloring. Here's my quick and dirty photoshop previs of the color scheme. Trying to stay within the Axe palette a bit more. I may end up making the orb red in the end. I am leaning towards the 1st of these three options
Nice! that's pretty minor in comparison to your last error. It looks like you could probably paint it out in photoshop by selecting a near by color and using a softround brush to paint it, or clonestamp from a correct area. If you want to try to get a perfect bake you can adjust your rear/frontal max distances in xnormals.
How about this one? I applied overlapping as best I could it's not perfect though, does that matter? It is a 1k map btw. also I had a bunch spare triangles (top right blue mess) and I just grouped them together, does that matter? I use 3d coat for texturing and photoshop for tweaks.
Yes, the engine will load only one mesh and one texture to instance it anywhere. What I understand is that he will mix all the textures needed for one building into one bitmap, using something like copy paste in Photoshop. In this case he can end up with many different bitmaps with an exact copy of the same pixels.
Hey Denzil, I hope you don´t mind but I did a quick photoshop tweak to the profile pic. I think you could try making the neck way thicker, which should help avoid the big gap you have between the shoulder blades and the head. See attached, and keep it up! :