Thanks :) I had to go back in to fix a few UVs that could be mirrored, and to add some other stuff I forgot about, but I will should have a final bake soon. First off, are you baking in Maya? If yes, give xNormal a try. Its really easy to learn, bakes GREAT maps, and can handle LOADS of polys. It bakes much better than…
CrazyButcher, I've been told Meshmender solves the basics of method 3, so it should be helpful. As I understand it the trick is in transforming those texel normals into unified world-space, which I guess can be tricky if the artist is mirroring along an arbitrary axis. Plus there are rotated UVs to work out too, but I hear…
Sounds like a job for PathDeform(WSM). - Model out a flat piece of rope. - Probably just take 1 long cylinder instanced 3 times and use a twist modifier. Don't collapse it you might want to adjust it later, but keep it straight. - Create your non-rendering path spline, probably set the verts to smooth instead of corner…
Yeah, there's great material out there ; also some great videos on youtube ... if you pick wisely. The thing is, drawing structurally (from "bones to shading") can develop interesting analytical skills, but in the end one still needs to think of every study as a 2D composition on flat paper. Therefore, silhouette and…
I looked today into this and I might be able to script something in maxscript that would render selected edges with aliasing, so the lines would not be smooth just like a regular UV screen grab in max. I found some script snippets that select hard edges (smoothing group wise),- once those edges would be selected the script…
I've got a quadcore q6600 here, performance seems very good, most operations are near instant. It would be cool to get a 64 bit version. One cool thing that i would love to see, i'm not sure how feasible this is however but with hard surface models i get a lot of minor artifacts when i run the detail pass thing, what…
I would recommend using NURMS subdivision on your high poly model, I think if you just add detail to the low poly mesh without subdividing it, you're gonna get poor results when you render to texture. I usually build the high-poly (high detail) model first, using Editable Poly and subdividing it so it's all smooth (use 2-3…
very cool piece, I love your details. I'm interested to see how everything comes out when you bake it down. My only suggestion would be to round your edges. This is more of a personal preference, I tend to do it with all of my high poly models. A subtle rounded edge on the arches above the door and the square columns will…
I created a mesh from Reality Capture (high quality) with 950 photos of a statue (using iPhone 12 Pro Max) that is smooth in real life. The mesh is about 2.8 million triangles total. Some small flaws with spots that are low poly/low detail. Overall, it looks great with the color texture on. However, without the color…
So, I have been trying to go around and understand normal maps recently. This is what I understood: * Every sharp beveled edge or edges with a 90 degree angle need to have a split edge in the uv map. * The edges mentioned above should also have hard smoothing. * Every UV Island needs to preferably have it s own smoothing…