Hi guys, I have modeled a weapon for tf2 which will be included in a pack I am working with. It consists mainly of two materials, Wood (for the main body of the weapon)and Obsidian (for the part that will kill the enemy:poly136:)which is not a metal but mineral-like (and not completely mineral pfff so complicated). Here i…
Thats a lot, Pola. for the most part that fixed my issue. My next question is about the process of high poly baking. I have the muzzle brake modeled and next will be the barrel, but when I go to create the normals should I create a separate cage for both pieces? Or will a single mesh bake the normals just fine?
So i've used max plenty of times to bake out a MR AO map. I'm currently using max 2012 for this and I keep getting a black background in my AO maps....DERP? I have my environment background set to white and the element background set to white in my RTT window. Is there something different with max2012 that i'm missing and…
Ok, so I'm playing around with baking normals in Max 7 (thanks for the tut Poop!) and I noticed that there seems to be a relationship between the position of the perspective camera and how the rays are cast. This led me to some questions. Am I nuts? Does this have something to do with the default lighting scheme? If I set…
Hello! We are a team of young game developers and are currently working on a new MMORPG. We are searching for more people to join us and work with us, and make it easier to reach our goal. We are looking for a 3D artist (modeller/texturer/animator – take your pick). Our current plans are to make a low-mid poly game with…
You can assign a base texture to your highres mesh in xnormal and bake that to your lowpoly, or you can bake vertex colors from your highres as well, both are viable ways to transfer a diffuse map from highres to lowres.
Parts that are out of the 0-1 space are ignored for baking, so that staking is likely not the issue.Do you have 1 identical part still in your 0-1 space for the baking to process? Do you have proper smoothing groups / hard edges on your low poly mesh?
sry guys, i need your help. when complate polypainting character in zbrush like this (hightpoly) : [ame=" https://www.youtube.com/watch?v=mqkMaLmIG5w"]Tribute to Stanley Lau's Pepper - WIP Polypaint & Sculpt - YouTube[/ame] i use retopology in zbrush made lowpoly, and export to 3ds max, create UV complate. i re-import to…
So I'm trying to generate hair textures from Xgen renders using mental ray in Maya 2017 and am running into some problems. Has anyone tried baking AO and the results are coming plain white? I'm trying to play with the AO Max Distance slider in the mental ray Render settings (falloff mode set to Quadratic), but I can't get…
Of all the baking options available, ZB would be last on my list. The results just are not on par with other, more modern, bakers. You should keep trying with XN. It's simple to use.