Hi! I'm learning the baking process for my game models and I'm encountring a problem that I don't know how to solve. Every time I have something like the borders of a cylinder that has a sharp edge in the lowpoly and highpoly, when I bake it in xNormal the final map comes out with these strange artifacts that you can see…
Greetings ! My workflow was the following: Modeling Lowpoly in 3dsmax 2017. unwrapping in 3dsmax 2017 saved as both fbx and obj Imported Lowpoly mesh to Zbrush for adding details like dents, scratches etc. Subdivided mesh without smth once then further with smth on. Worked in details in zbrush. used decimation master to…
Hi, I wanted to rig character I made, and at the begining I realise that my character is triangulated and all riging should be done with quads. I triangulate it becouse I baked normal maps in xnormal. I notice that if i don't triangulate before baking, normal map look wavy in marmoset. becouse xnormal triangulate my mesh…
First off, there is probably some confusion going on with terminology. Lowpoly hard edges are (mostly) unrelated to sharp edges on a highpoly model. • First, clean up your lowpoly model. Unlock all normals, set all edges to smooth. • Use creasing or good old edge loops to make your model look the way you want it in…
Thanks Suba! I've finished the lowpoly and started texturing. Here's what I've got so far: The lowpoly is at around 3200 polies currently. Looking at the texturing with fresh eyes, it seems too green to me and the leather handle needs work. I like how the blue stone contrasts with the brass sort of texture though. This is…
@ Keizza: Yeah I'm following a concept image that my friend made for me, the whole design is her idea. If I'm allowed I'll post the concept when the model is done : ) I'm glad you guys like the model, I'm at the moment resculpting her face - I made the decision to make a real mouth (with a mouthbag + teeths + tounge). No…
[Update] Now i`m working on vegetation. 1st one i`ve taken from some library with grass and made lowpoly (thx Arrimus 3D for tutors=) 2nd i`ve taken cut out leave from textures.com and made it by geometry (for normal baking) last but not the least, i`ve made by geometry, made uv`s, fit out a picture in PS, and started copy…
The baked normal map corresponds to the exact mesh normals of the lowpoly mesh. The normal map data is baked in such a way to compensate for those normals, to make the smoothing of the lowpoly mesh look like the smoothing of the highpoly mesh. When you make an LOD version of the low, you change the mesh normals, and thus…
You've kind of got the brief idea of it but I have a feeling you have a few things mixed up. The usual workflow artists go through is creating the highpoly and lowpoly model > baking all of the maps on the highpoly > then transfering those highpoly maps onto the lowpoly model. You would then go onto painting the textures…
I am pretty sure all 3d software have baking tools and I have used max and modo but if you are doing characters in zbrush and making the lowpoly in an external app xnormal is ideal. You can dump the full high poly model on your disk and by just putting a projection cage on the lowpoly can bake everything without having to…