@HAWK12HT Would you mind uploading the low poly and high poly for just that component? I'd like to take a look at how it bakes in Toolbag. Here's the result of the baking tests: (All tests use an 8bit 2k texture and 4x sampling.) Adjusting the triangulation to remove the long thin triangles and adding a few vertices…
I can chamfer any mesh inside the shader by using world position, this world position can then also be used for the normal simply by transforming it from world to tangent space. But the problem is how can I make use of the normal map texture without it being completely wrong and is that even possible? Here is how it works,…
Hello. I'm deciphering the model structure for an old video game so I can see how my models look in the engine's hardware. The structure uses 6 bytes for a single vertex. Each vertex has 2 bytes for each axis. The vertices are as follows: the first byte takes a value of 255 to make a whole number of the second unit, while…
Hey there I am currently learning to use Quixel Suite 2.0 and am hitting a little snag when it comes to Normals and Smoothing groups. I was working on a model sword and its textures in 3ds Max Design before importing them into Quixel Suite 2.0. After import I noticed a little splotch on my sword in the 3do previewer. (Can…
I'm kinda stuck getting a decent workflow for making my modular assets. The problem being how to edit the normals so the shading of the perfect fitting pieces will also be seamless. I'm working in Max, the main drawbacks: I can not copy paste normals from one object to another, I can only copy 1 vert normal at a time, all…
@jewski-bot Thanks for the feedback I appreciate it.There was a thread in Technical Talk not too long ago about Maya messing up normals on edges but I couldn't find it again,might be worth looking for.If the seams are in the normal map low poly normals and UVs would be good places to look.It wouldn't take too long to just…
Nice start ParoXum! I think it mainly could use some contrast right now. Needs a more distinct shift between lights and darks. Could also use a little color variation, maybe some more yellows and blue/greens in there, it seems to be all one hue and value right now. Maybe add some little flowers in there too? :) Love seeing…
If you are a 3dsmax user (version 9+) you can check out TexTools which is a bunch of scripts in 1 toolbar. Anyway in TexTools there is a symmetry tool that mirrors either one side to the other one (select half of the faces to mirror) or just select the edge mirror and average booth sides. It works like this: Just make sure…
use vertex colors on everything :) the hair and fur can use the vertex color both for shading and for fixing which points shouldn't move, you can use it on the cloth to determine how much it should flap around and in general you can bake the entire AO into Vertex Colors and see how it looks. Hair, Cloth and Vegetation…
Duuude, how the heck did no one see this? This is looking really solid, congrats on your first post btw :) What I like: Use of color is good, nothing stands out as too saturated and it all fits together well. Texture quality seems pretty good, slightly stylized but fitting for the shape of the object. Weathering on the…