Regarding Texturing: 3x1k is better than 1x2k since one 2k texture equals 4 1k Textures. You can share UVs over multiple objects, but I don't know if every engine can handle it and doesn't load the big texture for each object again. Also, as you yourself said, if there is one of these objects used on its own, you'll waste…
Hmm, never used one of those before. I watched a Youtube video on it and tried setting it up, but it seemed like it only darkened the shadows just slightly. Couldn't I do that in the Time of Day settings? I think since this level is primarily lit by the sun(the big open spaces between the beams are glass, just haven't…
A. Just bake your color mask in Maya, I use Maya for normals/color and XN to bake AO all the time and don't have much issue with stuff lining up(every once in a while a floater gets weird though). B. If you can easily split up your highpoly meshes into separate OBJ files per material type, Xnormal has some option to bake a…
I have wanted to bake out a proper normal map for a while now using a combination of floaters and built-in geometry, with no cage tweaks or Photoshop manipulation. Looking around my room I found a Lynx can which seemed to be suitable. Like this: All images are viewport screenshots using GrabViewport. Firstly the high poly:…
max users, has anyone else encountered these and willing to spread some knowledge: - numerical entries in status line or transform floater get either rounded down or set back to zero. i'm not aware that i changed something within the preferences but it's a new annoying behaviour. this happens regardless of scene scale,…
salacious_Crumb: I baked everything with render to texture in Max. Yup, did the high poly first. I created the low largely by manually reducing edges in the high. A lot of the extra geo came from using turbosmooth, so when I removed the modifier, there was a lot less geo to deal with. Also, for a lot of the recesses I used…
I'd like to port a more Silo and Modo feel to 3dsMax someday with nifty context sensitive and useful scripts/ tools, this sounds nice. In particular what I like about Silo and what max lacks a lot is:* instant shortcut assignment * more context sensitive (whatever sub mode you are on, it works as you need it) * quick GUI…
Hey there. I'm baking out a Tommy Gun I'm working on currently. In order to maximise UV density I decided to use 2 UV maps(one for the drum magazine, bullet, grip and front pump. Another UV for the body and the rest of the parts). When it comes to baking with the "ignore groups" setting on(to assist Substance Painter…
I've been posting WIPs in my sketchbook. Thought I should break this out into it's own thread. Here are the WIPs so far. I'll be posting updates here from here forward. [Posted February 1 2021] My concept sketch: [Posted February 4 2021] Most details are subject to change. Blade swirl is a displacement map and blade fuller…
I think in general this thread should cover all of that stuff: http://www.polycount.com/forum/showthread.php?t=81154 Give that a read and let me know if you still have some specific Q's. Generally as far as tweaking the cage goes I try not to do it, because you need to redo it with revisions, and understanding how your…