so about glowing parts on a mesh. is it better to separate the mesh of the glowing part, if the normal map is an exploded bake? what i mean by glowing parts is, say for example the glowing light on a mass effect armor. or the glowy neon bits on a sci fi gun. so say for instance, in this zoomed in pic of the hipoly mesh,…
I'm clueless then, as far as I know this kind of seams only appears if you're using different SGs and baking with a non averaged bake without using a cage. I don't know why this issue go away using one texture, this shouldn't be happening but I might be wrong and missing something here. I hope someone who has another idea…
We are developing a stylized mobile game and are looking for a programmer who can help move the project forward together with our lead programmer. We already have a strong technical foundation and several systems in development, but we now need someone who can assist with implementation, optimization, and further expansion…
Here's a simple pattern that I've been playing with - instead of using Sin or Frac to make time-based offsets, I bake the function into a texture, then offset it with a UV pan node. The nice thing about it (in addition to not having to calculate sin) is that you can put whatever function you want into it - easing in or…
Hello there, I am having some troubles with render to texture in max, any help would be appreciated. In fact I have 2 problems, both with baking textures. 1. I'm trying to render the shadows of this model to the diffuse map. I do everything the same way I always to it with the render to texture tool. But somewhat all I get…
Hey everyone! I just tried to understood whole workflow for creating assets using by tilable textures and materials. But at this point i couldn't understood one small detail. For instance I want to create some old door asset. It will contain tileable wood material and any tileable dust material. My question is how to get…
Trying to bake my first hi poly to lo poly sculpt normal maps and things are coming out wonky. I made the low poly mesh by remeshing it in Instant Remesh, and then decimating it further using a Decimate Mod in Blender. It's not pretty topology but it was a fast way to do things and I've seen similar things done online etc,…
At the moment I have a high-poly model. I'm beginning retopology for a low-poly version, but I've never baked normal maps before. The model doesn't have any UV's as of yet. So I'm feeling lost. Did I screw up completely by not UV mapping first? If it's any help I'm using zBrush. How do you folks create normal maps for a…
I’ve reached the appropriate point to put this project on the backburner for a while. All the assets are unwrapped and baked, and are in Substance Painter. When I return to this, the only program I should have to open is SP, and I can start painting immediately. The screenshots below show how I’ve split the meshes into…