This is not really necessary. You can use things like zbrush's UVmaster to do UV's if you're applying a tile or something and don't need to worry about the layout. The workflow is typically highpoly - lowpoly - UV - bake highpoly onto the lowpoly - texture
i dont understand is this supposed to be lowpoly or highpoly ? if it is lowpoly theres lot of wasted polys, but if it is highpoly you could push this ALOT further , as i wrote once , throw in a meshsmooth or turbosmooth modifier on the model and you will see what i mean.
Red is your lowpoly cylinder, highlighted for emphasis. Blue is the directions of the rays, cast along the normals of the surface of the lowpoly White is where detail gets sourced and projected. And as suggested above, the models are shown at a cross section showing the details you are not happy with. Everything is…
Hello. For a while now I've been noticing a bug with the tangent space in bakers occasionally switching to Marmoset's tangent space. I don't know why, as the default tangent space in my setting is always Mikktspace, every time I create a brand new baker, it's a coin flip whether it sets it to Marmoset or Mikktspace. Every…
Hey Community :D , Its my first time in a forum and I hope I don't break any rules by just opening a new topic. If so please let me know for the future. In a nutshell: I am quite new to the 3D modeling world but I keep learning. For a group project (a game) I have to make some models. I made them partly in Blender and…
hi. i'm transfering the hipoly model onto a lowpoly mesh. i've divided the chest area, as shown on the picture, not to get a square feeling of the edge. as i dont have much experience in animating lowpoly meshes i dont know if that solution is acceptable. please let me know what You think.
I do the highpoly with the mouth open. Separate top and separate bottom teeth and separate tongue. Lowpoly the same. Never had a problem with the inside of the mouth uvs but marmoset puts the lowpoly in a cage automatically and separating meshes into baking sets allows baking in one operation without anomalies.
Just a quick Bump, getting the normals fixed and rebaked as I have most of the lowpoly in marmoset toolbag 2, getting Spec,Gloss, and Diffuse colors in. The lowpoly is still missing a few pieces that I'm currently baking normal maps for!
Make sure that all smoothing group splits are the same in the baking lowpoly and in-game lowpoly. Make sure these smoothing group splits are also the same as UV-unwrap islands. Fading the normal map only worsened things, I'm afraid.
Did you Reset Xform on the lowpoly before baking? Did you change anything on the lowpoly mesh after baking? Is this baked in 3ds Max with Render To Texture? Did you edit the normal map in Photoshop or another image editor?