I have neglected posting my progress on here for quite some time. The first asset on here is a Storage/Treasure Chest. I have only modeled the High Res so far. Please feel free to critique and share your knowledge any way you see fit. Workflow/Steps 1. Model High Res (Done) 2. Retopologize the High Res to create the Low…
My latest test with Toolbag 3's vertex color baking is producing some buggy results. I have a scene with three Bakers, one for each of the materials assigned to my low poly model. For one of the three, I get perfect results. The other two produce this weird collection of squares. I did a test in xNormal (no cage) to make…
I'm currently experiencing a discrepancy between what Photoshop shows as my albedo, gloss, etc... textures when working in DDO and what actually gets output as flats when using the exporter. This is a random example textured with the latest version of DDO. Below is the albedo as seen while working in Photoshop. The…
your understanding of a bake group is correct, they remove the need to explode a bake model and batch render then composite together groupings of the asset. i haven't used toolbag for a few years but according to the "Intro to Baking - Learn Toolbag 4" (ep 6.) tutorial video, every lowpoly object placed in a bake group…
Crashes and general instability are often related to memory issues. Running out of video memory would be the most common case. Make sure to close all other 3D applications when rendering or baking in Toolbag to ensure ample video memory. Closing other programs such as Photoshop, and even web browsers like Chrome may free…
Hey guys, I am not sure if I will have time to finish this or not but I've wanted to do one of these forever so I figure no time better than now. These concepts are totally different style from anything I've done so I think that's a good challenge for me. I am going to do the heavy viking guy - first concept. Just cause…
if you are making a disp map for lowpoly then that is how it is suppose to look. have you tested it on something like marmoset toolbag ? generally the disp map for lowpoly is the difference in height between the lowpoly and the subdivided highpoly. so the height map would be brighter in between vertices/edges which is what…
You've got two primary problems: 1. You don't have enough faces to represent the curve. Normal maps do a good job of faking smaller details but they can't fake the silhouette of an object. 2. Your low poly mesh entirely encapsulates your high poly mesh. This is a common mistake, what you really want is for your low poly…
There's no reason that a diffuse/spec workflow would be mutually exclusive to PBR. Cryenegine uses a diffuse/spec PBR workflow, and both Unitry 5 and Marmoset Toolbag support both content standards in a PBR workflow. Nope, you can't use it because UE4 doesn't support reading the content. The primary difference between the…
This is a college project that I'm working on - its a steampunk Mecha During the research stage, I was intrigued by steampunk and horror themed mechas. I was deeply researching into H R Giger's work for another portfolio piece and was influenced by it. His work on the Alien movies and other bio-mechanical artworks create a…