Hi guys , can somebody help me with xnormal ?( I use blender for low poly, zbrush for sculpt and xnormal for baking. After loading LP\HP and cage into xnormal. I have really bad result. 1) AO texture have noise\black color; 2) On normal map baking together cup+handle on one texture.…
These characters are being done for a small FPS game called E X C A V A T I O N. They are modeled and textured in SketchUp Make, then exported to Blender for animation and further exporting. Video of the bot (pan around at 1:45): https://youtu.be/RuDup0QzINU?t=105 Few animations: https://www.youtube.com/shorts/i4bVahgUawA…
@Autocon, I had a somewhat similar problem with Oblivion on my 360 a few years ago. I just kept saving a new file every time I saved and eventually when it was up to about 160 saves it took about 5 minutes to save each time... I had to go through and delete all 160 saves one by one so that it would save in a reasonable…
@musashidan Haha so i suppose you didn’t opened the new 18th December issue yet ^^ Because we have an article page 91 if I remember well. You cannot miss it they used the Hydra Concept Art. Also so we did a specific Lazercut tutorial only for them (A video). Available on file silo, to owners of issue 127.…
Strange, one possibility could be that you didn't create a material for your knife. As more of a general note black in your normal map is a bad idea. You should fill all the empty space with the flat normal color: R 128 (or 127), G 128 (or 127), B 255. EDIT: It could be your model as well, are you sure all your face…
ok just to clear this up you're wrong / highly optimistic here's some numbers at runtime... a 4k texture set will use 60-80mb a 8k texture set will use 240-320 mb a 16k texture set will use 960-1280mb Since the new fanciest xbox only has about 11gb of GPU memory you're not getting 16k maps in your console games this…
I like MoPs suggestion by running it through crazybump. You can also run another AO pass and set the Bright color from white to gray 127. It can give you a pretty good base to lighten/darken into a spec map. Also instead of doing another render, you can multiply your AO over a layer of flat 127 gray, it will probably give…
miauu’s Scalpel version 1.7 is available. Changelog: + NEW: Angle Snapping - constrain dragged lines to particular angles. Hotkey A. Press the C key to cycle through the possible reference edges. + NEW: Hotkeys. All htokeys will be shown in the lower right corner of the active viewport. ESC, W, E, R - Exit Scalpel D -…
Here's where mine landed. You can just put this in a startup script. Also, change the font to Consolas in the Preferences | MaxScript tab. listenerBackgroundColor = (color 80 80 80) macroRecorderBackgroundColor = (color 40 40 40) macroRecorderTextColor = (color 147 179 210) pythonPromptColor = (color 240 95 146)…
I looked into how normal maps actually worked, I knew they were a vector but needed to know which axis each color used. Found out that blue is Z and should not be below 127. Now since the paint would dull the normals of the wood I went ahead and added a levels layer mask that brought the red and green channels closer to…