i think there talking about the lowpoly, since yould would these in the high poly to bake the alpa. the approach i would take is adding a ton of loops, so you can get a vert where you want each hole, than doing the vertex chamfer trick to makes holes where the vertices's are. cant show your right no, but this image i found…
This is just a test but this the normal map for the new mesh. There is some edge control on the mesh. So for this mesh it would for a first person type game. Now here is another question whether your doing first or third person game that involves weapons what would be the best way to display it in your portfolio? I have…
made the basic layout and the stool for the bar. I'm probably going to make the tile-able textures for the floors and the wall after/as i flesh out the wall/floor some I think. going to go the lowpoly to texuring path on this set. (woot learning Maya modeling as i go! I'm a max user.) I'm really diggin your guys stuff so…
The distortion is a natural side effect of mapping a trapezoid shape with a rectangular UV. Yes, you could bake the pattern from a model, and it would apply the right kind of distortion to counteract this. In fact, you could simply apply your NDO normal map to a subdivided model, and use that as your bake target. Edit: if…
Just merge into into the mesh. The few vertices you save are completely irrelevant with modern hardware. Plus, merging it means better UV usage. Unless it should be a separate object for some sort of logical reason, like it's a part that will animate, can be removed, or will make it easier to bake without intersection…
Hey guys, great work so far everyone! I'll join this one too (and even post my WIPs this time :poly136:). As I'm not very experienced with terrain, foliage and plants in general, I hope this will be the chance to improve my skills. Here is my lowpoly so far, screenshot from UDK: I haven't started with the organic stuff…
Decimate even more, I guess. In most cases you can decimate to 10-20& without visible differences in details. Or do that piece by piece. The only other way is to assign material IDs for highpoly and lowpoly, but for that you'll need to bring your highpoly to 3ds max anyway. You can also break your model into as few parts…
Hey Xoliul! I just checked out your Shader and i have some Questions to it: 1. Is it fully compatible to Max 2014? Because in the Viewport preferences it only works well with this one: With the Nitrous its coming to some Error Messages. The next thing is that the applied normal looks funny in xoliul: In Toolbag it looks…
I have just had a similar problem. It turned out to be caused by one of my exported highpoly meshes (that wasn't even aligned with the lowpoly for the bake) not having vertex colors (using blender and no vertex color layer generated for the mesh). It was fixed for me by adding a vertex color layer for the offending mesh…
Well, I was expected pass that would give me color or a bitmap that I put into "reflect map" slot of vrayMtl... I bake a bunch of hipoly objects with already existing materials onto lowpoly, so I would like to take not only normals and diffuse from them. Upd: Well, maybe just switching reflectmap and diffusemap in…