Hey folks, I am gearing up to texture some really rudimentary hair helmets. This will be going into Second Life if anyone is similar with that piece of sh... I mean, engine :) I'm talking just a diffuse texture with the possibility of bump based on the diffuse only. Crazy high rez is 512. Any alpha causes horrible horrible…
The only thing I would correct you on is the optimizing part. It's not about cutting counts as low as absolutely possible. Optimizing is all about removing any geometry that isn't necessary to achieve the look you want at the screen resolution you intend it to be viewed at. Sometimes you'll run into a situation where you…
Problem - I want to have hard surface objects with nice bevel effect and keep low/medium poly count, while maintining fairly fast workflow. As far as I know, there are few ways to do that: 1). Make high poly, then retopo it to low/medium poly, unwrap and bake high poly on them to create normal map that gives the beveled…
On UV issue - well that's curious and something you'd want to resolve. I recommend checking the asset in engine (assuming it's a game asset), alternatively could import into a fresh file. Regarding supporting loops/ bevels: I think once the mesh shades nicely, adding more support loops will do little and mainly increase…
Hey! When i am done with modeling, i want to prepare some stuff for exporting the mesh. Current workflow: 1. set all subtools to highest subdivision * Subtools -> all high 2. now, to decimate in the 3. step, i need to make sure all subtools has baked layers * select the first subtool * "Layers -> "Bake all" * arrow down…
Sure, I've put the sources in the spoilers. But I think the overall point was that the tests demonstrate that there's a difference in accuracy between cycles renders and normal textures baked from cycles renders. The Blender foundation has a limited resource pool and they have to be somewhat strategic about how they…
I'm experimenting with photogammetry. I have made several hi poly scans of landscape. I can bake down needed information from the hi poly to a lot poly but in order to get the look I want I need merge the low poly meshes into a single mesh. Ssao makes the seams between meshes extremely apparent and I'd like to be able to…
Hey Polycounters, I just recently got a laptop in order to work on 3D art during my down time at work. And I would like to take advantage of using my home PC as a render farm of sorts, especially since my home PC is faster, baking on the laptop makes a lot of heat and noise, and I could keep working on other work on the…
If you have transparency on your file, Xnormal have a photoshop filter to add padding "xN dilation", I never try it on normalmap, but maybe it could help. Have you try to decimate you Hipoly before baking? It could help to make only one bake, and lost details could be barely visible.
My thoughts on Normal Baking by with UV matching. Another post here in Polycount talked about the difficulty in baking perfect normal maps for models with low poly holes and tube shapes. But it didn't address an important alternative IMO. (I didn't see it in the wiki) A way I go about avoiding distortions is by matching…