Summary: Im a rookie 20 year old 3d artist looking for freelance work. Currently a student attending the Art Institute of Phoenix Game Art Program. I have experience working with the Jedi Outcast/Jedi Academy engine on several amature mod projects. Most notably: The Matrix: Unplugged http://www.tmunplugged.net/ Software…
Oh just noticed th thread here for xnormal questions :) Hey jogshy! I'm using xnormal to bake my diff,ao etc map for the usage in cry engine2. But if I want to use normal maps in ce2 without having seams in the normal map where the uv seams are, I need to use a feature from the 3dsmax RTT. It's called output as normal bump…
Sure, this shot is after I've enabled cross-app: Suite has exported to /Flats, the .tbmat created, and Suite now docked inside Toolbag 2. The scene in Toolbag is still empty. Quick Edit: I just noticed that when mousing over the main Suite toolbar (but not DDO), window focus goes to Photoshop without clicking on anything.…
This is interesting as it's basically the opposite of what I've seen. In TB1, you would need to offset your mirrored uvs or get strange seams/polygonal lines. In TB2 this was fixed along with a few other uvs improvements (as far as I know, I don't have the issue on any of my meshes anymore), so you shouldn't need to offset…
UE4 uses the metalness workflow, not spec map workflow. The spec map in UE4 is not a traditional spec map at all, but more of a specular cavity map. More on pbr in TB2 including the differences between metalness vs spec map workflows here: http://www.marmoset.co/toolbag/learn/pbr-theory and here:…
Also, while I haven't found anywhere where they go down the ginnels, google has a large portion of Manchester covered in street view. And since the camera is mounted on top of their vans, you can actually get a better sense of the whole street, and you can get some decent views down the ginnels from the main street in some…
Actually from my tests with TB2, exporting a FBX from Max and baking the normal in SD with the default settings will give you synced normal maps when you choose the 3dsMax tangent space in TB2. In the end it's faster and quality is much much better without having to adjust a cage manually most of the time. I will try to…
A couple things: Firstly, it looks like you haven't triangulated your mesh before loading it into SP to bake, which means you're getting some errors where SP and TB2 triangulate differently. To fix this, triangulate your mesh in your 3D app and bake again. Secondly, if you're using a FBX file with explicit tangents and…
I would say that you should lower the intensity of your normal map on your textures. You can do that to the normal map by overlaying a flat normal map color (128, 128, 255) on top of your current image in Photoshop or adjusting your settings in the Hypershade editor in Maya. If you don't have Photoshop, you can download a…
Hey EQ, Funny thing about that is, the first day I was baking the mech you guys released 2.05 and had read that you stated if you set the tangent space to Marm that it reads from the FBX file. So I baked in SD and took it to TB2 and had some bad errors that weren't present in either SD or UE4 even with setting the tangent…