Based on what we did in Second Son I would guess that a large percentage of the vehicles in Last of Us were made from reusable textures so not baked down. That being said we had a few unique cars that were uniquely unwrapped high poly and then textured.
So just working on a personal project and when i unwrap and bake the normal and at seams the normal looks like it becomes inverted. Please help i get this problem a lot! I'm using xnormal for bakes and i unwrapped in 3ds max. -This is my high poly render. -This is my lp render looks fine on the front Heres the problem. The…
Hi folks, I'm pretty new to the MM Toolbag and I just imported some complex fbx models and stuff looks pretty nice expect when I export the Model to the viewer. AFAIK the viewer doesnt support GI so is there an easy way to bake the GI as an texture? I've seen there is a bake tool but this doesnt work for me - it actually…
So, I have this idea. I want to load a scene inside of unreal, and then bake a cube map of that scene, save it out, and load into Toolbag to use as lighting data. The basic idea being you could use the lighting you set up in your level to preview a small prop with relatively close lighting in TB2. I'm not sure how well…
I'm having a bit of a hard time wrapping my head around tiling bricks evenly along a non-square plane. I don't know if I'm over thinking it but I've been sitting here forever trying to figure out a decent way to get it working correctly. I could do it fine if I were tiling the bricks as actual bricks, but I want a…
I've been working on a model for the past several days to strengthen my understanding of the high poly/low poly process. Ive (unfortunately) had the experience of attending a university where despite its claims I received little in the way of help or direction in creating game art, so polycount has become my go-to place…
Hi there, I'd say you are thinking about this backwards. You are assuming things about the past based on what you know of game art and 3D software of today, which I suppose is an intuitive thing to do ... but this leads you to imagine things about previous tech and workflows that just don't apply at all. - First off,…
I'd like to know the right way to get rounded edges on my lowpoly asset through the baking of my highpoly in Substance Painter. This is what it looks baked, not good.
As of today, is there any other baker than Mudbox that could let me bake Vector Displacement Maps, without starting from a plane? I read here xNormal should do it with some Direction maps settings, but I couldn't get it to work : https://polycount.com/discussion/131363/vector-displacement-map-out-of-xnormal The grayscale…
Job Description: Twine is sourcing on behalf of an AI research client looking for VFX artists with existing photorealistic footage they own outright and would consider licensing for AI model training. This is not a commission. We're interested in work you've already created that could be separated into distinct visual…