Hello, I have a brick wall and a concrete ground. Now I want to have a smooth transition between both. How is this usually solved? Should I attach both objects into one and then paint the texture so that it transitions nice, or is it possible to have a nice transition without having both objects as one? Also this is a…
Sorry. I may sound frustrated because I've been trying to solve this problem for a long time and I still see no solution on the horizon. As far as I know, the standard resolution in AAA games these days is 2K per 1 meter. Let's say the object is 500 meters high and 250 meters wide. Obviously I can't sculpt or paint it as…
The add Object -> Collection -> New Collection (Ctrl-G) seems to be leftover of the changes when introducing collection (which ar not groups). In fact in Object Properties -> Collection there will be a new collection.. and if switching the outliner display mode to Orphan Data you also can see them.. but they are not…
Typically you would use bake groups - find more info on that here: https://marmoset.co/posts/toolbag-baking-tutorial/ In this case, it looks like your highpoly is a contiguous surface while the low poly is split into multiple objects - it won't be possible to bake a mesh like this without some sort of seam or artifact…
From what I understand you want as few materials per object as possible. But two materials per object isn't unheard of. With environment art people seem to use a tiling + trim material for a single object at times. Objects usually have more than 1 UV channel in a game setting so I think that's okay. If it's a matter of not…
Thanks Gazu for the questions. Correct, put the highpoly mesh in both the HighResMesh and LowResMesh slots in xNormal. We just posted up a feature on the highpoly workflow, with a small guide on how to create nice curvature from highpoly: http://quixel.se/issue01 Right at the bottom you will find this: * Apply the Smart…
I'd really like to improve my drawing, so I'm going to start sketching concepts. I'd like to share a trick I learned in Photoshop to mirror draw. Start drawing a half of the weapon. Convert it into a smart object, then copy the layer and flip it. Line up the 2 halves so it mirrors properly. Then, double click one of the…
Sounds really similar to the way I work. I wrote something a while back to speed things up a bit. It's a really basic script that I have on a shelf button. When first run, it creates two instance groups, one with a -1 scale value on the axis of your choice. When it's run with objects selected, it'll add them to the groups…
Well save that second mesh there as its own thing, just be sure the UV's are the same. I'm not sure what tools you have available, but if you have substance designer, it has a built in world space normal baker. I believe Xnormal does also. That will be the simplest way. There's also the render to texture options in 3ds…
If you use object space normal map, with almost same UV layout, you might end up with an extremely similar looking object. But to be honest, Object space normal map isn't really a popular thing now because it doesn't work well on deformed models. (Thou it would look better than any other types of normal map on a static…