1 .Baking models by only hitting matching Material Id's/naming conventions is my wish for xnormal in the same way 3DS Max does it. This would eliminate the need for cages all together. For example xnooraml "isolates" each model part and if it mat id and name matches the high poly that is in the same place it bakes that…
I'm almost done with making low poly of my car and now I'm thinking about unwrapping the whole thing. Even though it's the most complex model I've done unwrapping it has been quite easy so far. But I'm worried about packing UVs and saving precious space. So how would you approach this? Are there any tricks to save space?…
I have already tried to: Reset XForm and convert to Epoly Edit normals, break, and unify Import and export from Zbrush Reset the smoothgroups to 1 I export with smoothgroups on (Both OBJ and FBX) Does anyone know what can cause this problem (smoothing or normals)? And what can I do to fix this? I get this result in…
I'm currently having an issue where my mesh is showing black spots after applying my normal map. I checked that the Ray's are pointing in the right direction and made sure that my mesh could handle the amount of details but I'm still running into the same issues. This is a project that I am working on in blender
The ultimate antihero is here. Meet Vigilante Soldier. Inspired by the protagonists of Uncharted and Farcry comes my own version of the ultimate bad ass. I'm also selling this model for 50USD, and will include the ZTL file with all layers and subdivs intact containing the following, - Anatomically detailed muscular man…
My normal map renders entirely yellowish. The normals themself are fine but the color is weird. i know it's suppose to be that blueish color. max settings are on default. why does this happen?
Laurens Corijn has a nice guide on his site http://www.laurenscorijn.com/articles/ambient-occlusion-baking And we have more info here http://wiki.polycount.com/wiki/Ambient_occlusion_map