Hello people, this is my first post here. I am 33 yo working as a 3d generalist. Ive never had the opportunity to make some high quallity AAA game assets, and i started a FPS gun (FN-SCAR) as a privat project. I already did the high and the low poly model, and also the uvs. It has about 14k tris, and im trying to make a…
Very nice. Definitely better than any student work I ever produced :+1: Agreed with illumisanic. Something I notice in grad work is that its common to spend a lot of triangles in small fine detail areas while neglecting the larger silhouette. If you take some of the triangles out of the high density areas and spend them in…
Hey everyone! Thanks for checking out my post. My name is Arthur, and I’m a 3D Generalist with 4 years of industry experience, currently available for freelance and contract work. I operate as an individual sole proprietor, managing a fully licensed 3D business based in Brazil. This means I am fully equipped and…
Hi, I'm Onur, I'm a self-taught 3d game artist and this is my first topic on polycount. Wish me luck! My project is game-ready gramophone. High poly modeling of the gramophone is finished in Blender 2.91 but I'm having some problems with the high to low poly baking in Marmoset. When I try to bake a normal map I get these…
Hello all, I'm currently modelling a barrel, and am having great difficulty achieving a clean normal map bake (without waviness) on the cylindrical rims, especially the larger one at the top of the prop. Here's what the issues in the bake look like (Substance painter 2): I believe this issue is the result of a difference…
@Obscura, atm I have a million things to do, but I am focused on environment art, you could say character art is my hobby. Edit: Since some probably don't know how, I'm gonna drop a quick tutorial on how to get a base for a diffuse texture (something to work off of). And yes I know, I could probably bet money that everyone…
Thanks, I appreciate the support ! Quick comparison for a rendered cavity map (raytraced) from Xnormal and a generated one from Crazybump. Xnormal Raytraced cavity map : The output texture is best used as a "multiply" layer in photoshop on top of your color map. You can get very sharp cavity map with around 512 rays in…
Sure, why not Software: Maya 2010 Mudbox 2010 UVLayout xNormal Crazybump Photoshop CS4 BodyPaint UDK Marmoset Toolbag Workflow: (1) High-poly modeling (Maya/Mudbox) I usually work towards a mid-poly model that smooths well which I'll continue into a high-poly version, and optimize manually for the low-poly. I normally…
Why don't you just bake down the normals and create an xnormal cavity map in ps and just blend that onto your texture. It will find the corner areas you want and you can use blend if to control the amount of "dirt" or you can even use it as a mask for whatever you want done. you can see an example of this done by racer445…
Hello everyone . I have made a high poly mesh , then low poly , baked a normal map in xnormal . When I preview the LP with the normal map in xnormal's 3d viewer or in Xsi it looks ok. But when I import my obj in Marmoset i get some bad results . So here is what I do : I eport my LP mesh from XSI with averaged normals…