Hey I was wondering if I could get some help with a Normals Issue: 1- the final baking with a couple notches in it for what I can tell to be no reason 2- the Low poly 3- High poly Anyone have any suggestions to fix this? I am baking in Substance Painter 2. Online forums didn't help though they did help with getting one…
Is it possible so the bake in the second photo using substance can be done in such a way that its viewed the same way as it is in the first image? This is for first person so the player would see the details at the angle theyre looking at it from if that makes sense.
That's the thing about it. I feel they were already perfect. They could always add a few things here and there, but the core art direction is flawless. That's one reason Wind Waker is my favorite Zelda game. Have you heard of A Hat in Time? It's a game on Steam Greenlight right now. They are implementing a Wind Waker style…
Hey Polycounters, I just recently got a laptop in order to work on 3D art during my down time at work. And I would like to take advantage of using my home PC as a render farm of sorts, especially since my home PC is faster, baking on the laptop makes a lot of heat and noise, and I could keep working on other work on the…
I've searched high and low and I can't find a solution that works. I want each of my streamed levels to have their own lighting, but when I put them all into one persistent level, the editor wants to bake them all together. Hiding layers and baking them one at a time doesn't work as the editor says it can not build with…
What I wanted to do is to bake out a set of frames images like 24 or 32 that I can then animate in a game engine using it only so as a animated texture slideshow that gives the illusion of waves ... is possible todo that? how can I bake out the images? Also the step is in the 3dsmax not really in the player as I didnt…
That pinching along those edges are a classic case of hard edges without a break in the UVs. For optimal performance you want as much of your model in 1 UV shell, and as few hard edges as possible. A nice guide to learn this: -Keep everything in 1 UV shell as long as it doesn't create stretching. -Have no hard edges at…
In this short tip, I want to describe my workflow of making vehicles for this project. 0. Decide what you want to make. 1. Gather references. You need all sides of the vehicle because they are mostly asymmetrical. 2. Make high poly mesh by using reference images. I'm using Blender. Mostly I'm using the following modifiers:…
Hello people i have suddenly came into an issue with transfer maps that i haven't seen before: Here you can see my lowpoly sitting on top of my high poly pretty standard really. I mainly modelled half of my lowpoly then UV'd it, then mirrored it across as most of the model is symmetrical. here is my UV's, mirrored and…