Hello everyone. Please help me solve the problem. I think Marmoset is broken or I did something wrong. I needed to replace a small detail on the UV set. I deleted the old mesh, added a new one (LP and HP), manually placed islands on the UV set in place of the old islans, baked the Normal map, and noticed that the new mesh…
Hi! I have a feeling that's a stupid question, but... I have a landscape and a few types of the same building standing in it's center. Each type has some differences and could be switched by customer in final app. Question is - how to build a static lighting for that? I mean that all types are standing in the same…
Hii, Really appreciate the reply as I was struggling with this problem with no solution in sight and tried many forums but nobody really replied. I had a couple of questions regarding what you said. I have seen many people online who sculpt a lot of details like edge wear, edge bevel and other stuff in Zbrush and bake it…
Hey everyone, I'm not new to 3Ds max and modeling but I'm new to optimizing for games and so I don't know all that much about normal maps, I'm trying to bake my high poly turbosmooth model onto my low poly model on substance painter and I'm getting really bad artifacts with weird coloring all over the place near every hard…
I am trying to make a simple ground plane for a scene I am working on. I just want to bake out the diffuse as a selection map, hence the bright ugly colors. The red plane is UVed, but the blue rocks are dragged in and duplicated subtools. How do you transfer everything to the original flat plane with UVs in zbrush? Thanks…
Substance batch tools were designed and are used for precisely this purpose. I wrote a little wrapper program for them in c# that does my bakes for me and I know there are a few others floating around. The new automation toolkit makes this sort of thing a breeze though so I'd expect to see all sorts pop up for download…
As I remember, there is a way to bake a texture as vertex colors. What you'd need to do is to simply bake it as a texture first, then assign it into a material as a texture. Then in the vertex paint modifier, there is a button to make vertex colors from that texture.
There are lots of lovely new additions to the batchtools (6.0.1) in SD6 and I'm very happy that the commands have been consolidated into neat groups that are easier to write code around. but is curvature-from-mesh broken ? I'm working on meshes exported from Maya with metres for units, Relevant parameters being passed into…
Hi, I am working on a project where we are limited by polycount budget (because it's a Sims like builder game, we need to be conservative with polycount and texture). And one thing I am doing, is to use hard edge on models to maintain silhouette, and use a higher poly model to bake smaller bevels onto normal maps. For…
Using some deformers in unreal i can take this tiling mesh and make different shapes quick. I can pretty much rebuild my block out like this moving forward.