You should look at what Nvidia did in their 8 series tech demos. Anything here so far has just been a really broad fake of thin object translucency there is no scattering going on at all.. kinda akin to what specular is to reflection. The Nvidia stuff actually simulates the diffusion with blurred RTT bakes of the objects…
Hi all, Short version: I would like to know if anyone knows how to bake Zmaterials to Polypaint? Long version: I've done some research online and understand there are a couple of ways to transfer materials and polypaint to a UV'd character (Joseph Durst's methods for example). I wish to bake the Zmaterial to polypaint of a…
either mesh it together and bake as one piece. or bake in batches and sticht it together you have no chance to bake this as one overlapping piece without overlapping artifacts
Just wanted to share a simple scripted for quickly baking and exporting animations in Maya. There's quite a few clicks to go through the process, even more so if there is no proper layering for meshes etc, but with this script only one is needed!select `ls -typ joint`;BakeSimulation;select -tgl `ls -typ…
If you're baking in Substance, be sure to set the tangent space to Xn/Mikk in the object properties. Also, you should absolutely not add loops, bake, and then remove loops - this will cause a discrepancy with the mesh and baked normal map that will cause shading errors.
I'm a beginner at subs, and my biggest difficult at it is the baking part. idk what i'm doing wrong. If the low and high poly aren't close enough or too much chamfer here and there or whatever idk what it is. This is one example of my problems. My UV if you wonder what i did. Yes it's the chamferzone tutorial. I can go…
Hey Polycount, I'm trying to bake a normal map for this guitar in Substance Painter, but i'm getting these strange artifacts when I test the normal map in Marmoset Toolbag 2. I don't see these artifacts in Substance Painter I originally thought it may be the topology on the highpoly model, so I retopologized the highpoly…
Hey guys. So I've spent the past two or so weeks deeply immersed in Mudbox. I've mostly been doing tileable textures. But now I'm working on getting better at sculpting details in hard surface type models. Most all of which have many parts to them. And this is where I'm confused. In 3dsmax, I have the lowpoly mesh, and I…
Hi everyone, I’m trying to recreate this kind of anime coloring/shading style from One Piece (image attached). What I’m specifically trying to achieve: * Strong cel shading with soft transitions in some areas (like the face and hair) * Intense glow/red eye effect * Clean but dynamic highlights in hair (not overly…
I've got a texture map set up at 512 x 256 and was hoping to bake a curvature and position map in Painter. Right now it looks like I'm only able to select a 1:1 ratio for baking. Is there a way to change that or maybe it's coming in a future update? Thanks!