Ok, this is interesting. no UV's for highpoly models in game art. I am saying that Im multiplying the AO over the diffuse. It's what I learnt at digital tutors. This technique may be outdated though since the course where I learnt this from was made a few years ago. I am using 3ds Max's integrated baker, theres a 'render…
Oh, and without even thinking about it, since I was just testing my models, I automatically made a, what could potentially be an environment. It consists of my crate, the book and a anti-tank gun model I made following Digital Tutors tutorials: Sweet!
The 3DS Max and Maya bakers are not very user friendly nor do they give good results. Use xNormal, or Substance Painter instead for baking. Do not follow any tutorials specifically regarding texturing using the older method. Keep in mind the industry has shifted from DNS or Diffuse (with Ambient Occlusion stored within the…
I am not very intimate in the ways of 3DS Max so I am unsure of that program's methods regarding Hard/Soft edge implementation, only vaguely. I strongly, strongly implore you to make the Ithaca shotgun Millenia' tutorial has and start a new thread or update this one with your progress. He uses 3DS Max so you should be able…
About one 15 minute youtube video tutorial on normal maps and baking would have cleared up ton of these questions because you would actually see the settings the tutorial maker used and see what he did with the high poly, etc. For modeling, Arrimus3D and Chamferzone(to learn what chamfering can do vs support edges)…
Okay, thanks for the 2 links. Will read those carefully. And it's really interesting, what you said about a normal map. I will defo look at the RG channels of a NM in photoshop. :) I'm having a tremendous amount of trouble on my end. So I tried exploding my crate, but I found that I took really long. 30-35 minutes just to…
Under no circumstance that I know of would you need UVs for a high poly in video game art. Are you saying you are multiplying the AO over the diffuse? If so that is incorrect when applying PBR practices. You should be following PBR. What program are you using to bake down your high poly to your low poly? xNormal? A cage is…
Now we're talking. For a year now I've just dreamt of a miracle like you to come along and help me out like this. I am super interested in Quixel and Substance. When I discovered substance painter, I found all these wierd types of texture maps, roughness? Metalness? Albedo? Could you explain to me the best that you can…
I'm sooo confused. ugggh. I think it's getting to me. :/ There's just so many methods and ways that people bake texture maps. I'm so confused. Everything I know is contradicting it self. Okay, so I watched the grenade tutorial, and he doesn't explode his grenade (pun not intended >_>), he just UV unwraps the low poly, puts…
Okay, upon your request, I shall binge watch Millenia videos. ;) AND hopefully take part in his gun tutorial series. With Millenia, and with a lot of other advanced 3ds Max users, they use a max plugin called TexTools. It increases your capabilities and convenience when UV mapping and texturing. I think I'll get that.…