Why smoothing groups are so necessary? Anyway the geo is usually coming into a game engine as simply triangles and vertex normals with split hard edges and uv seams . That smoothing group approach is rather Max weird limitation because it doesn't have proper normal /attribute transfer and requires redundant extra edge…
To create the foliage for the tree, i took a simple plane into Zbrush, raised it several Sub-D levels, and sculpted this, which i later polypainted to create the diffuse for. "earlyleaf1") after baking out diffuse and normal maps from this plane, i took the images into photoshop and edited the alpha channel to make it so…
I'm not trying to convert you to "dirty normal splitter", rather trying to figure out if there is actually a downside to hardened shells. Not saying each UV seam MUST have normal split, but that it CAN. Insisting it should NEVER be split (apart from what is dictated by necessary hard edges) is just as wrong imho. Having…
I think it's good skill to learn in general and indeed helpful in certain circumstances when you need to re-think the model shape but in actual production such details doesn't even require hi res models to bake from . You will be wasting you time for a sake of "sport" of perfect topology . People do this lately with edge…
1. Get both vectors, and normalize them. 2. Connect the normalized vectors to a dot product. 3. Output the dot product to an arc cosine (NOT an arc sine!) I'm not sure offhand if the radian to degrees node is necessary, but otherwise that should be all you need.
instead of setting the compression manually, you can suffix the normal map file name with _N (or _normal will work too I think). That should set the compression automatically on import.
Macbeth Chart is good for referencing colors and or balancing photos. Macbeth Chart "Remember Me" has a great overview of PBR a lot can be gleamed from this. PBR workflow for Remember Me Here is a shot of the passes. The guys that made Remember Me admit that too much micro detailing was added to the Albedo it was a…
Playing around creating alpha textures to use in Projection Master in Zbrush. Then baked my AO and Normal Maps in xNormal. Diffuse created in Photoshop. Some viewport shots in Max using Xoliul's shader and one in Marmoset.
Is there a Mac equivalent 3rd party program I can use to get a descent normal map projection? like xnormal but for Mac. I can't get a good projection from Zbrush for some reason.