What is your photo reference and/or concept? In other words, what visual result are you aiming towards? For a mechanical model like this I would suggest not baking a normal map from a higher res model, but instead using bevels and weighted vertex normals.
Didn't know how to title this but here it goes, i'm trying to create a tileable texture from a zBrush model I created but it keeps rendering like this: This is what it looks like in Maya: And my xNormal settings:
Pardon the troll like nature of my question(s) but we should cover the basics first. - Inside the Normal Bump material which slot did you put the actual map? - How did you create your normal map? - What does the map look like? - There isn't anything special you need to do with MR to get normal map to render out. - Are you…
I had a free week between semesters, and because I have wanted to explore more stylized stuff, I bought a tutorial on how to create a stylized sword prop by Sabrina Echouafni on Flipped Normals. As someone who is still relatively new to sculpting, I like stylized stuff because it is more forgiving, and I can just have fun…
Max be buggin' on me ass =(¨ For some reason whenever I have more then two textures activated in my material, max kills my normal map... more or less. Its still there, its just very very weak. Scanline renders it correct tho. Now everythings fine and dandy with two textures, be it normal/spec or say normal/dif no matter,…
I'm working on a character model at the moment. The only real goal is to establish a workflow for creating modern video-game character models. My current workflow has been Sculpt in zBrush Retopo and UV in 3DCoat xNormal for Normal maps and AO Some hardsurface bits or basemesh construction was done in MAYA but it's not a…
Hi, everyone! I've been using the Quixel Suite lately, and I'm pretty happy with it. When working with lowpoly models that have normal maps baked from their highpoly version it works nicely (though I've had some issues working with the preset smart materials, but with some small adjustments they do their job). What happens…
Like mentioned, studying/observation and practice is the key to improvement (I'll read "AAA" as "high quality"). Also asking for help if you're stuck, so good on you. I think the rough aesthetic is already there, but many elements look like guesswork or a bit random. One thing that stands out immediately is the wobbly…
I am not exactly sure why you want a hipoly as an end result, but even if its for film you would decimate a copy of the hipoly meshes, import them and retopo in max. The lower poly model would be easier to uv. Produce Normal and displacement maps for your model with xnormal. You can view displacement in DDO:…
My atempt at explaing this. Forget about the normal map first and just consider the lowpoly mesh. For each pixel that is rendered on the screen a normal is calulated by averaging the normal of the polygon being rendered and the neighbouring polygons. You can google this to get examples of algorithms to calculate this. The…