the type of fence is high security one, the actual brand which makes this type of mesh is called ExMesh. I actually adjusted the the size of the mesh so it would be better suited to the square shape of the low poly so I can repeat pattern it in unity. I realised while baking, it was the side of the model facing the low…
So this shape has 2 separate meshes in its hi-poly form. There is a prominent seam in the hi-poly that is created with 2 meshes that are next to each other. For the lowpoly, I tried to make a contiguous mesh. But that screwed up the seam. here's the what the hi-poly looks like. it is made up of 1 large and 1 small mesh:…
Hi, I have been confused trying to bake from a high poly model to a low poly by matching material ids to avoid intersecting. I know that if you have a single mesh in the high poly model and that same mesh is separate pieces in the low poly, you have to match that up by assigning them the same color. For example, if you…
So I know how to bake normal maps and object space maps using Xnormal and 3DS Max. Project the higher poly model details onto the low poly. Afterwards, I go into NDO and add more details. So now that I have even more detail in my normal map, how do I bake a new object space normal map from that so I can use it in DDO? Same…
I tend to have all quads where possible on my meshes especially if i know that i will subdivide them but i was wondering in the case of a real time asset like this: As you can clearly see i have a flat face with ngons. This is already the final mesh, i won't do any bake or smoothing ( subd ) and i know that the engine will…