@Kkyc what software are you using for baking, and what renderer/game are you planning to show the final model in? Looks like unsmoothed vertex normals on the lowpoly. Also you may have a gamma correction issue with your normal map, it should instead always be used in linear colorspace.
Hello there, I am trying since weks now to understand why I am getting weird results on my normal bakes. I am taking the lowpoly OBJ from a game where you can download them to reskin them, the UV map is already done. The Lowpoly mesh looks like that: I want to add different details to it, So I tryed many ways to make it…
Hi! What do the UVs look like? Since some areas of the part seem to bake fine, probably not naming/bake group related, but perhaps due to some UVs overlapping? Ideally, you could attach some lowpoly + highpoly files for checking.
many ways of creating that effect... if you want a really nice one, here's what I would do: 1 - do your uvs for your lowpoly 2 - go to photoshop and create some quick shapes in color of what you need for those patterns in the uvs you made. 3 - go to zbrush, apply the texture you made in your lowpoly with color, and sculpt…
Thx Andy :) Yeah, that masking tool is really cool. I did some damaged faced stuff a year ago and tried to mask stuff like that in Photoshop with a heightmap. Not fun. Toke hours.. Yeah, you little tool is a great addition nyx702! Haven't started using the tool loader yet though. I'll start ASAP ;P Next part of the tut!…
I think it's down to personal preference really - although in my experience people tend to make the highpoly first, since it means you have a better idea of what you must do in the "final" lowpoly to get the best look. If you build the "final" lowpoly first then you should have a really good idea of how you want the final…
An env map or image based lighting type cube map solution is inherently dependent on the normals of the mesh, whether you've got a simple vertex shaded lowpoly, lowpoly with bump converted normal or lowpoly with baked from high normal map its all the same. So, what odium was really saying was "use an env/cube map". The…
Hi. I'm trying to render a normal map using xNormal but the outcome doesn't look like the normal map. How can this be fixed? The highpoly is exported from zbrush while the lowpoly is from blender. Thanks, Blendermonkey
Hi everyone, here are some pictures of the weapon that I did. I'll start the lowpoly after some changes in the shape and wire and finally make a real-time asset probably rendered in UDK. Can't wait to start texturing this stuff.
Here's a Highpoly I've been working on based off a piece of concept art by Brian Sum from Mass Effect 3. I'll be starting the lowpoly soonish. Looking forward to any crits any of you may have.