1) MentalRay messes up the padding if you have more than one map output in Render To Texture. So bake each map (bump, AO, diffuse) one at a time and only have that one map in the output slot. Its a pain but its the only way to get MentalRay to correctly calculate the edge padding, which it looks like you need more of... 2)…
Hi! Your work looks really good, I especially like the Hilda project, it reminds me of an unpixellated version of something I would see in A Short Hike. The advice I got when I was applying for jobs and curating a portfolio was to pick 3 or 4 of your best projects and cut everything else, then after you have more good…
I thought I'd get a thread going on various personal projects I'm starting to build reference for in hopes of a.) igniting discussions on them to help the brainstorming period and b.) see what others are also working on in their personal time. I should note that I am not sure which one I will do first. They all have their…
I did some further research into this. It's essentially a Gaussian blur. It's not content aware, so it blurs everything indiscriminately and can cause problems with seams if you have a seam that cuts through anything with detail. If your seam is on an empty or relatively detail-less area, you probably won't notice any…
Hi, So I'm currently working on all the lighting in a project and I saw this really cool blogpost (https://blogs.unity3d.com/2019/02/0...6.1508978279.1553095777-1137674451.1517836410) wich is really well explained and interesting. The only thing is that we use exclusively Maya LT and the blogpost explain only the Cubemap…
put high poly in high poly slot, put low poly and low poly slot and bake. it always bakes information between high poly to lowpoly, olny time it would be bakeing lowpoly AO to the lowpoly is if you had the LP in both slots.
Part of the high poly details is baked on the top of low poly model and part is not. My cage covers lowpoly, on uv this shell is overlapped, but i don't think that it causes this problem. Also i can't paint skew on unbaked part
WHO WE ARE Hello! I'm David Forbes, the owner of Qbots LLC, a small gaming studio with eight team members working on a game called Qbots. The game is designed to engage players in multiple ways and has a detailed history and backstory that informs the world and the game play (robots fighting other robots and building…
Hi there, I'm using Maya 2015 and I'm trying to figure out how to bake my AO through my vertices using my hard edges as a "cut" to split the vertex color propagation. I'm sure I did it before but I'm confused as I'm not able to reproduce the process :( In the example below, it's the same model. The left have been done 2…