Maybe I need a new pair of spec's or my eyesight is getting shot with age :# otherwise I'm prepared to offer some benefit of doubt, for example their previous completed projects from blockout to UV - baking more or less was two weeks so at face value does appear there's continuity there...
hey thanks for the answer. this confuses me a bit though. when you say that the baking and display software has to be synkronised, it makes it sound like there is no objective "right" normal map. i thought that, if i bake it correctly it doesnt matter where its displayed, it would still look right. is this totally wrong?…
I would remove all of the rivets you have modeled and let them be described by your normal map. You have to let your normal map do the talking. Also remove those TINY edgeloops that are very close together. The normal map will describe that area. After you have removed all of those, convert your saved tris into more sides…
Hi all, I have been following quite tiring workflow to get a nice round edge look on low poll meshes for game assets but not sure if this can be improved or if I'm doing some unnecessary work. Well, to get a seamless baking, I separate all hard edges on lowpoly model on Maya and then bake high poly model into lowpoly in…
What you are seeing is the AO from the entire composition being baked onto that face, My question to you is do you need to remove that object for whatever your target purposes are? The shadows in the interior of that main outline are the grooves from the removed object, most likely caught on that plane due to a cage…
Hello everyone, I am a freelance 3D artist and a company wants me to make a low poly version of the next mall http://img822.imageshack.us/img822/9166/index2n0.jpg. I have more experience modelling for animation and films so I need some advice on this. The models will be used for a Kinect racing game that will be placed on…
Assuming this is Toolbag: The easiest way to do this is to bake both UV sets in one baker object. You can use the texture sets feature to bake both at once. Apply a unique material to the objects for each UV layout and then turn on Multiple Texture Sets. This will bake a set of maps for each UV layout. Ignore groups will…
Alright so adding more topology in places that require more detail makes a lot of sense. I did try baking a normal back when i was working on a rock sculpt, but the xnormal bakes always came out with a lot of edges whereas the one i made in 3dsmax was by far the most smooth. Probably just a mistake i made somewhere, i'll…
my idea is actually the other way around, being able to edit/comb these and then baking those into a texture. painting flow maps is just really cumbersome :) because on stylized hairstrands its a looooot of strokes, a looooot of blending things, while its just a few vertices/normals to bend
Hey polycount! Love this forum and how the users are very nice and helpful in the other threads! I've tried searching this problem but could not find a solution.. so here it is.. Question: I have a highpoly mesh (Created in zbrush) and I want to transfer its diffuse from TWO high poly (not UV'd) meshes to ONE low poly…