I'm trying to teach myself how to make realistic fur materials and to be honest I haven't a clue what I'm doing. I'm just a hobbyist :) I'm hoping you folks can give some pointers. There's so many ways you can deal with fur, it's bewildering. Currently I'm just looking at the "skin" material. No alpha planes or concave…
I modeled a bed with blender for practice, but I'm stucked because I can not fix this issue. Thought it could be of my bad unwrap, but even with that at least I could bake normal maps base on my previous experience. Does anyone know how to fix this ? files are down below. bed_low bed_high…
Hello! First post here so be gentle, but my question/problem has to do with the proper way of baking normal maps. What I'm trying to do in this test bake is bake this high poly cube to a low poly cube. I've followed all the rules that I've found on the subject including the biggest one I can think of, which is to split UV…
1. for most game modelers it easier to create a lowpoly model first, then duplicate it and create a high poly. don't be stingy with the high poly! you'll want that detail when you bake a normal map. 2. if by the top you mean the top rim, then its really up to you. of course the more geometry the better. but this all really…
So I just testing Suite 2 and it works really great, but I have problem with baking curvature map through 3DO - it bakes strange lines on flat geometry which make no sense, and it makes a lot of problems while generating details. Model was made in proper way, and baking curvature map through xNormal works fine, but not in…
Hi, I was recommended by Eric Chadwick to post my weapon again because I'm determined to finish it but I'm stuck where I am. High poly is completed. Low poly is completed. I have unwrapped the low poly to the best of my ability and tried to pack it. Things I haven't been able to figure out / wrap my head around is: 1.…
I see, well maybe this is an experience thing, I just need to make more assets and eventually find the best workflow for my own situations. Well the Max bake looks the best to me, but I'm not sure of how many engines support its tangent basis; the viewport and the baker aren't even synced. I will get around to testing this…
HOLY JUMPING KANGROO ON A POGOSTICK, ON A SHARK FULL OF SPIDERS FLOATING ON A WHALE MADE OF SUNDAY FUDGE PICKLES. I...I...I...I...Mental...the...hide...select...bake...works! This fucking worked...are we serious here? This actually fucking worked! I'm sorry for my language, but what the mighty fucking miserable cunt ridden…
I'd like some advice on baking textures for low polygon assets for use in a software engine with no realtime lighting. So essentially, not baking a normal map or lightmap for use with a realtime lighting engine, but completely baking the lighting into the texture, as realtime lighting/shaders simply aren't an option with…
Hi! I'm making assets which are to be used for destructible meshes in Unreal Engine. I'm running into a problem with the bakes and I assume the Ambient Occlusion. I don't know how not to get the data from Zbrush concerning where different meshes overlap for when baking in substance painter. Each piece is separate in Zbrush…